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  1. - Top - End - #211
    Titan in the Playground
     
    NecromancerGuy

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    OldTrees1: All plans: (ability loss)/(damage) before getting the ability to cast DMM Foresight.
    I am confused. What is different between a plain Incantrix and a plain DMM Persist? Both get to start at ECL 20 right?

  2. - Top - End - #212
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    TheGeckoKing's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    TheGeckoKing: After reading the Dysfunctional rules posts and the text of Modify Self, I'm convinced the ability doesn't work that way. Renaissance doesn't give you abilities that it doesn't explicitly say it doesn't give you (or put another way, it only gives you abilities that it says it gives you, which are none). In any case, your character has no warning system that I can see, so (ability loss)/(damage)
    Meh, I was only fishing for the statblock. Alright, scratch Shaper of Form, let's go try and abuse stupid Kobolds and stupid Dragon Magazine instead. Take an Old Aged Kobold Rogue 1/Wizard 5/Spellwarp Sniper 5/Legacy Champion 9, with the Dragonwrought, Point Blank Shot, Quick Draw, Quicken Spell and Multispell x 2 feats (Thanks Draconomicon!) and a Greater Metamagic Rod of Quicken Spell. Quickened Wish adjacent to the creature (ignoring the local conditions of Sigil), Quickened Spellwarped Death by Thorns as "creatures that succeed at their Fortitude saving throws are still incapacitated for 1d4 rounds in horrible agony, taking 1d6 points of damage per round.", and then with the creature incapacitated and assuming I only get the minimum 1 round, I pull out my Rod of Entropy (Dragon 294, p79) as a free action to make a 5ftx5ft unmovable Sphere of Annihilation as a standard action in the creature's square, annihilating it. From deciding to kill the creature to said creature being unable to do anything consists of entirely free actions (i.e. no time at all) and then once it's unable to do anything for a round, I punch a hole in reality and throw it through.
    Last edited by TheGeckoKing; 2014-09-12 at 07:24 PM.
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  3. - Top - End - #213
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    Heliomance's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    Quickened spells are swift actions, not free. Only one a round.
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    The only person in the past two pages who has known what (s)he has been talking about is Heliomance.
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  4. - Top - End - #214
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    Hamste's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by Heliomance View Post
    Quickened spells are swift actions, not free. Only one a round.
    Dragonwought cheese to get the epic feat multispell from the looks of it
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  5. - Top - End - #215
    Ogre in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    Immabozo: If I understand correctly, your build involves Festering Anger. See the response to the last build to use that.
    It doesn't have to have festering anger. It is only icing on the cake. Can it make a DC 4,788 Fort save or stun every round? And then Does a +2,402 to-hit, hit and a 2D6 + 10D6 + str + power attack, kill it, eventually, since it is (maybe?) perma stunned?

    Or can a DC 40 (ish, probably optimization can get to 50 or 60, but I haven't tried) fort save or die, kill it? Non magic. It's a TOB maneuver.
    Last edited by Immabozo; 2014-09-12 at 08:03 PM.
    Quote Originally Posted by tricktroller View Post
    Lol Bad bozo. Bad.
    Quote Originally Posted by Immabozo View Post
    Certainly if you have magic, or magic items that specify that is how that goes, it does. why? Because MAGIC! Does that mean that is how that works in general? Well, the same way that a wizard cast a finger of death on something and that means that whatever he points at must make a save or die. Well, I guess thats ok, cause in D&D, death doesn't stop them from living.
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    Barbarians are sweet at first level, especially if the main goal is indiscriminate murder.

  6. - Top - End - #216
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    ClericGirl

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    Default Re: If it has stats... (Challenge to the playground)

    Elmyra
    Human Wizard 10/Ur-Priest 2/Mystic Theurge 8
    Important stat: Wis 3, Int 34, will save 5

    Feats:
    Troll-Blooded - Regeneration
    Craft Wondrous Item
    Craft Magic Arms & Armor
    Academic Priest

    Flaw:
    Weak Will

    Trait:
    Passionate

    Items:
    +6 int item (included above)
    1 limb for a Half-Clay Golem

    Important prep:
    Foresight is up
    One limb was deliberately severed less than 3 days ago (and thus has not grown back from troll-blooded yet).
    Elmyra is under the effects of Mind Fog (further lowering the will save to -5 with penalty)

    First Action:
    Attach the limb as a spell-completion item.

    Assuming she doesn't roll a 20 on the will save, Elmyra is likely a Neutral Evil NPC now (as she just took a template with LA: --- )
    That's fine though: we're at level 20 and I'm not in the mood for Epic levels.

    More importantly however, the following changes have happened:
    Type changes to Construct. For convenience, here's a list of immunities from the type:
    • All mind-affecting effects
    • Effects calling for Fort Saves unless they affect items (no Con)
    • Poison
    • Sleep effects
    • Paralysis
    • Stunning
    • Disease
    • Death effects
    • Necromancy effects
    • Critical hits
    • Nonlethal damage
    • Ability damage
    • Ability drain
    • Fatigue
    • Exhaustion
    • Energy drain
    • Death from Massive Damage


    Elmyra also no longer counts as a living creature.

    Additionally, she is now immune to any Spell or SLA subject to SR and heals rather than taking damage from acid.

    Finally, by virtue of having regeneration and immunity to non-lethal damage Elmyra is immune to all damage not of the fire type (or the acid type, but that heals her now).

    Elmyra ends her turn. Lets say she spends the next 4 readying an action to conterspell herself: she's got wis 3 and just took a permanent -6 int penalty after all-- being confused seems reasonable.
    (And I mostly want to see what effects of the Super-Death get past the immunities, so I'm fine skipping ahead to that part.)
    Last edited by Hecuba; 2014-09-13 at 08:19 AM. Reason: spelling

  7. - Top - End - #217
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    ShadowFireLance's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    I shall explain further;

    There is a rule in Deities and demigods, that is a variant, that there's only a set amount of DvR(Divine Rank) in the universe. When a god dies, the DvR is transferred to the killer, subsuming the dead deity in question.
    My plan involves killing one lower level deity, DvR 6-8, in one round, in the next, murdering one of 14-16 DvR, and then one of 20+ DvR. At this point in time, three rounds have passed, and according to the chart, I am an overdeity due in my rank. The overdeity in any setting is essentially the DM, as he's such a powerful being, even Greater deities bow. (Look at Io, Ao, and possibly The Lady of Pain, but we're not quite sure, she's more a function of the universe.) And as such, I can make the rules how I see fit.
    "All things must end, and you will be among the first."
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  8. - Top - End - #218
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    Mystia's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    -snip-
    Ah ok then, thanks ! I just didn't want to be too much of a bother with my constant (and complicated) retries.
    Well, first let me point out that the Wish resulting in spontaneous combustion got me laughing off the charts .
    But oh, I think that I must have overlooked Erik posting those facts somehow, thanks for pointing it out! Yay, it makes me happy to know that it has managed to go that far, at least before the edit! Yes, as Hamste and Hellomance have kindly pointed out for you, being unconscious does make you count as being willing.

    Unfortunately, no, he doesn't get it before his birth, not unless you consider he being a Kobold a valid reason for that. That's one of the consequences of him being an undead Tainted Scholar with a load of time, spells and minions to play around with.
    Hmm, this leaves me kinda out of ideas for now... no luck even if he had normal CL, pulled in a single Phane, and got it to pull in a Past Time Duplicate of the being (gets no SR or saving throw whatsoever because it isn't even actually aimed at the creature, but since it has a load of HDs, the duplicate gets "demoted" to only having 25 HD), and ordering it to use his insta-slaying in the original?
    That aside, I'm dry! I'll return to lurking until I have anything new. So far this is being a great fun, though, keep it up!

  9. - Top - End - #219
    Firbolg in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    Rweird's Dweomerkeeper: As I mentioned to another challenger, Wish'd magic items cap at CL 20 (CL 21+ are epic magic items =/= magic items). Given that CL doesn't matter too much for Ice Assassin, that doesn't really affect your build. Your character suddenly has Timeless Body, then the Ice Assassin spell fails. 5 rounds later (ability loss)/(damage).
    Timeless Body: "Your body ignores all harmful (and helpful) effects." "Effect" isn't defined in D&D if I recall correctly, although its real-world meaning is "a change resulting from a cause." It also says it makes me invulnerable to all attacks and powers to reiterate that. I'd argue that the killing me ability is a cause (as it could trigger the contingency), and thusly I'd ignore it, and continue casting Ice Assassin for 8 hours, then the assassin would have a chance to kill the first one if it rolls higher on its 1d4+1.

    Still, I could have a contingent wish for a piece of the creature (material component, no listed price, assumed to be negligible, therefore worth less than 25,000 GP, because the spell component pouch thing seems cheap), and uncanny forethought Ice Assassin it in round 1 using a Crown of White Ravens + Martial Study for White Raven Tactics, and use that before my celerities, and have the wish to inform the creature be once I make an ice assassin of it. Then if my assassin rolls a 2 on kill time, while the other rolls a 5 (with infinite tries, this can happen), the original loses all abilities and takes NI damage.

  10. - Top - End - #220
    Troll in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    Anthrowhale's Illithid: Foresight only lasts 200 minutes so you'd be taken by surprise when you don't have it active.
    The beast has some form of divination? Or got lucky? No matter, the slightly-more-paranoid spawn-sibling then goes.

    An illithid/illithid savant 5 eats the brain of 20th level archivist for spell casting as a 20th level sorcerer and the brain of protean for 'alter form'. It has 9 feats (5 from 13 HD, plus 2 from illithid savant, plus 2 from flaws). It finds and/or creates a earth node of level 6 which it lives in by default.

    1. Node Spell [Earth node]
    (Flaw 1) Metanode Spell
    (Flaw 2) Twin Spell
    3. Easy Twin
    6. Arcane Thesis[Celerity]
    9. Martial Study[some L1 Iron Heart]
    12. Martial Study[Iron Heart Surge]
    IS2: Extend Spell
    IS4: Persistent Spell

    Every day it casts Metanode Persistent Foresight from a 9th level slot. It always has Keeper Immunities (from Fiend Folio) and Tarrasque Regeneration up as 2 of 4 Ex abilities allowed by Alter Form. This provides immunity to all forms of damage.

    Upon learning of impending doom from foresight, it immediately casts Metanode Easy Twin Arcane Fusion[Celerity] from a 5th level slot as full-round action which grants 2 standard actions.
    The first standard action casts Limited Wish[Favor of the Martyr] for immunity to the drawback of celerity.
    The other standard action casts Arcane Spellsurge to reduce the casting time of metamagic spells to a standard action.
    With an immediate action, cast Celerity to gain a standard action.
    With a standard action cast Metanode Easy Twin Arcane Fusion[Metanode Easy Twin Celerity] to gain 4 standard actions.
    The first standard action is a Wish to transport to the thing as a standard action.
    As a free action, the Illithid savant mimics the thing's form, acquiring it's impending doom ability,
    The second standard action then uses the acquired ability on the creature.
    The third standard action is Iron Heart Surge to end the condition currently causing impending doom on itself.
    As a free action, use alter form to acquire a Colossus Antimagic Field (which is an Ex ability). As per the rules compendium, all incorporeal creatures (not just undead) disappear yet have a local time proceed within an antimagic field.
    For the fourth standard action, munch on some brain-jerky.
    Wait 5 rounds, proceed with life.

    The desired effect: Creature has no actions remaining, Doom ability ends on us, Creature is hit with it's own doom ability.

  11. - Top - End - #221
    Ogre in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    You can't use non-TO knowledge checks on it because it has 10000HD.

    This also ballparks it as what, a CR 2500 creature?

  12. - Top - End - #222
    Titan in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    OK, two more tries:

    First, we have a human druid 20, who spends his entire life wildshaped into dire tortoise form, so he can never be surprised. One day, he decides he'd like to take on the ultimate challenge, and sets to thinking about what that ultimate challenge might be. At what point does he get zapped?

    Second, we have a first-level human druid. He's the son of dirt farmers, and one day decides to venture out from his farm to the neighbors' farm, to help the neighbor kill off some rats that are infesting his cellar. Having done that, he proceeds to help some other recently-ex-farmers fight off a handful of (non-optimized) kobold bandits, clear out a few decrepit tombs, and so on, until he eventually reaches 20th level.

    From previous trials, it looks like what happens is that the first druid is unsurprised at finding himself under attack, but nonetheless finds his defenses inadequate and dies five rounds after he started pondering the ultimate challenge, while the second druid will be completely unaware of his impending doom until he suddenly drops dead five rounds into the rat-cellar.

    But if this is what happens, then I contend that the Mysterious Entity is no longer a creature acting according to stats, because the first druid is the second druid. The only difference between the two is the point in their careers at which I chose to start describing them, and this is an out-of-game consideration, which shouldn't be at all relevant to a creature within the game.
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  13. - Top - End - #223
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    Kalaska'Agathas's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by Chronos View Post
    OK, two more tries:

    First, we have a human druid 20, who spends his entire life wildshaped into dire tortoise form, so he can never be surprised. One day, he decides he'd like to take on the ultimate challenge, and sets to thinking about what that ultimate challenge might be. At what point does he get zapped?

    Second, we have a first-level human druid. He's the son of dirt farmers, and one day decides to venture out from his farm to the neighbors' farm, to help the neighbor kill off some rats that are infesting his cellar. Having done that, he proceeds to help some other recently-ex-farmers fight off a handful of (non-optimized) kobold bandits, clear out a few decrepit tombs, and so on, until he eventually reaches 20th level.

    From previous trials, it looks like what happens is that the first druid is unsurprised at finding himself under attack, but nonetheless finds his defenses inadequate and dies five rounds after he started pondering the ultimate challenge, while the second druid will be completely unaware of his impending doom until he suddenly drops dead five rounds into the rat-cellar.

    But if this is what happens, then I contend that the Mysterious Entity is no longer a creature acting according to stats, because the first druid is the second druid. The only difference between the two is the point in their careers at which I chose to start describing them, and this is an out-of-game consideration, which shouldn't be at all relevant to a creature within the game.
    Echoing the above, would it be possible to get a more detailed explanation of when the creature starts acting on the challengers? Perhaps giving us an idea of what the challengers are doing the minute before they're hit with ability loss/NI damage?
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  14. - Top - End - #224
    Halfling in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    It seems to me that it kills things able to achieve arbitrarily high caster levels (based on his edit to Mystia's attempt), which also leads to believe the same is true of arbitrarily high anything, given that it does the same with festering anger. We also know that it kills anything using infinite action loops, and anything that learns of its existence. It also pre-emptively kills anything that elucidates a desire to harm it, even if the character in question isn't aware that this mysterious being falls into the set that they are describing.

    Treating the activation conditions as though it were a golem following a strict program, I would be inclined to believe that it possesses clauses something along the lines of, "If a creature reaches 100 <stat> and continues to grow to 110 <stat>, teleport to their location and cast <superkill ability>", "If a creature takes more than 20 actions in a round, teleport to their location and cast <superkill ability>", "If a creature learns of my existence, teleport to their location and cast <superkill ability>", and "If a creature voices a desire to harm me, teleport to their location and cast <superkill ability>". Perhaps not those lines of thought precisely in how to clearly identify infinite growth or actions to a golem, but the intent; if something seems to be growing into infinity, track and kill it. Kind of feels like a modified Inevitable to me in that respect, but I don't really know much about them.

    That said, I'm clearly missing a trigger condition here, as I'm not certain why Chronos's crafting triggered the attack... But the pattern to the rest of the attempts suggests to me that one exists. It's not "When character is first introduced", however, as Mystia's first Dracolich included a backstory, which didn't see it killed within five rounds of its beginning.





    That said, I could be completely mistaken in how I perceive it to be operating; I just mean to suggest that it doesn't seem to me like it's just "Go back in time and kill your character!"-ing :) .

  15. - Top - End - #225
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    Sith_Happens's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    Food for thought, the NI Knowledge checks will probably work to identify the creature once you can actually see it, as opposed to knowing about it in advance which is what's been tried so far and hasn't worked (presumably due to the creature having just become Vecna-Blooded and therefore no second-hand information about it exists).
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    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  16. - Top - End - #226
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by Sith_Happens View Post
    Food for thought, the NI Knowledge checks will probably work to identify the creature once you can actually see it, as opposed to knowing about it in advance which is what's been tried so far and hasn't worked (presumably due to the creature having just become Vecna-Blooded and therefore no second-hand information about it exists).
    So what, do the Omniscifier trick by jumping off a rooftop in Sigil, and immediately after pulling your head out of a bucket spotting the critter at far distance because of the +Infinity spot modifier and making a +Infinity Knowledge check to figure out absolutely everything about it? (Which is then, naturally, followed by somehow quickly informing the Lady or one of her Dabus' of the creature and either dying due to shadow-flaying or NI damage but that's alright because now the Lady is aware of the critter.)

    Except modified somehow so that it doesn't use any crafting. Hmmm.

    How about this:
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    A suicide cult spontaneously starts existing in Sigil because of some misplaced belief in their existence. They consist of four Psion 3, five Cleric 7, five Commoner 1, and one Wizard 6/Wyrm Wizard 2 cultmaster. The cultmaster has the Diehard feat and has learned Glory of the Martyr through his Spell Research class feature. They are all standing on a rooftop at least 10ft off the ground. (Consider them a PC party, if you will. "If it has stats, they will kill it" is not meant for single PCs, after all.)

    They are, coincidentally, also situated precisely opposite of the creature that the challenge focuses on, so that if you could somehow see through the smog and had a sufficiently high Spot check you could just look up and see the creature. In precisely twelve seconds, the Lady of Pain is going to float around the corner.

    The cult believe that since Knowledge is Power, getting infinite knowledge will be enough to catapult themselves into divinity. They do not know that the Lady is about to witness their misguided attempt at ascendance.

    It's a perfect storm. Somewhere in the beastlands, a butterfly feels extremely proud of itself for no comprehensible reason.

    At the beginning of the first round, the Clerics ceremoniously cast Delay Death on four of the commoners as well as the cultmaster. The Psions follow up by manifesting Share Pain, linking the cultmaster's damage to the four commoners. The cultmaster casts Glory of the Martyr on himself.

    The second round is much shorter - the cultmaster casts Masochism on himself, sealing the ritual, and the fifth and final Commoner pushes the cultmaster off the edge of the roof.

    As the cultmaster falls with his back to the ground, he can't but help to wonder if this was such a great idea after all. That doesn't matter, however, since the instant he touches the ground and takes four damage, the perpetual damage engine starts. Two of that damage is rerouted to the commoners through Share Pain, and one damage is rerouted from each commoner to the cultmaster through Glory of the Martyr. So he takes four damage again, and the engine roars at full strength in an instant and gives the cultmaster and the commoners literally infinite damage.

    The commoners fall unconscious, but the cultmaster's Diehard feat keeps him awake. He feels as if he has achieved transcendence - he is instantly aware of everything in existence through knowledge checks, and revels in it. However, he also experiences two big problems. The first is the clockwork creature which he now can see through the smog (and has correctly identified down to its routes through infinite knowledge checks) and the second is the Lady of Pain lazily floating around the corner.

    Deciding to cut his losses while he can since honestly this entire idea was a bit dumb when you think of it anyway (what were they even supposed to do when Delay Death ran out?), he blabbers the entire story as concisely as he can to the Lady and warns her of the Creature.

    The third round is even shorter than the second, and is mostly spent with the Lady flaying the cultmaster alive as the remaining cultists watch in horror from above.

    Roughly seven minutes later, the four commoners die horribly from infinite damage as Delay Death runs out.


    Chances are that I'm forgetting something, though. Not to mention that the Lady might just maze the creature or banish it from Sigil rather than killing it.

  17. - Top - End - #227
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    Default Re: If it has stats... (Challenge to the playground)

    Deliberately weaponizing the Lady of Pain is usually a bad idea. Not because it hurts you (though it does), but because it often doesn't work.

    Informing Dabus of problems, on the other hand, has as much of the benefits of trying to weaponize the Lady as you can expect, and far fewer of the drawbacks.

  18. - Top - End - #228
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    Default Re: If it has stats... (Challenge to the playground)

    I will enter the creature from OP into this challenge ... what happens?
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  19. - Top - End - #229
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by The_Ditto View Post
    I will enter the creature from OP into this challenge ... what happens?
    This kills the thread.

  20. - Top - End - #230
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by JustIgnoreMe View Post
    This kills the thread.
    Variation: I enter the current version of the Stuffy Doll.
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    Quote Originally Posted by Cirrylius View Post
    That's how wizards beta test their new animals. If it survives Australia, it's a go. Which in hindsight explains a LOT about Australia.

  21. - Top - End - #231
    Ogre in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by JustIgnoreMe View Post
    This kills the thread.
    You sir, win the award for the best response this week! lol
    Quote Originally Posted by tricktroller View Post
    Lol Bad bozo. Bad.
    Quote Originally Posted by Immabozo View Post
    Certainly if you have magic, or magic items that specify that is how that goes, it does. why? Because MAGIC! Does that mean that is how that works in general? Well, the same way that a wizard cast a finger of death on something and that means that whatever he points at must make a save or die. Well, I guess thats ok, cause in D&D, death doesn't stop them from living.
    Quote Originally Posted by eggynack View Post
    Barbarians are sweet at first level, especially if the main goal is indiscriminate murder.

  22. - Top - End - #232
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    AssassinGuy

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    Default Re: If it has stats... (Challenge to the playground)

    Everyone: Anthrowhale guessed (correctly) that someone with Foresight could get lucky and have it up when getting targetted. I've been doing a poor job at accounting for luck and infinite attempts, so rather than go back and change previous responses (and maybe ask you guys to write 100 more to figure this out), I'll give you this: the statistics would point toward the creature targeting your character in the present if your character fails to kill it before dying, but targeting your character in the past if your character would've killed it before dying (or seemed like it would, eg. with NI skill mods). This effect occurs regardless of the creature's condition (alive/dead/destroyed/etc).

    Quote Originally Posted by Hecuba View Post
    For the ability loss - I caught that it covers class abilities. Do we have a definitive answer on if it strips racial abilities?
    It does, but not racial traits (because they're not abilities).

    Ohiohi's Wizard:
    First: The bard becomes hostile toward the wizard and starts attacking him (rather than casting Modify Memory on a commoner). Then the wizard takes (ability loss)/(damage).
    Second: The bard is hostile toward the wizard and, sure, let's say his most lethal spell is Modify Memory. He isn't targetted by the creature. The wizard takes (ability loss)/(damage).
    Third: Same as first.

    Hamste's characters: One of the two is targetted, and the other starts attacking in lieu of the plan you outlined.

    Quote Originally Posted by Kalaska'Agathas View Post
    When exactly do they turn hostile and start attacking Jersey? The moment after Jersey achieves Thrallherd 10 and his second Thrall appears? If they had Mindblank up, would that change whether or not they are made hostile? If Jersey gets even one round of them not being hostile, he can establish the Mad Minute; if he were to do so, would they still be made hostile (that is, during the action loop's long round)? Am I understanding correctly that his Fission is not made hostile?
    Yes, right after achieving Thrallherd 10. Mindblank doesn't negate it. When would you cast Fission? After/while being attacked by your thralls?

    On another plane: Yes, your two minds would become hostile toward each other (in a strange application of that ability that I hadn't thought of before), so you'd have that as a warning. It would probably make taking other actions impossible though, like the way a confused character who is attacked has to attack their attacker. After becoming hostile, the schism stops being targetted but the character does not and the schism is still hostile towards the character.

    Quote Originally Posted by OldTrees1 View Post
    What is difference between a plain Incantrix and a plain DMM Persist? Both get to start at ECL 20 right?
    I'm confused by the first question. Yes, both get to start at ECL 20.

    TheGeckoKing's Kobold: The character still doesn't have a warning system that I can see, so (ability loss)/(damage). Assuming you plan to put Foresight or something up, your character takes (ability loss)/(damage) in the past just before getting 9th-level spells.

    Immabozo: Sorry, I think I'm confused about which build we're talking about. The Lycanthrope build doesn't have any way to get a warning of his impending doom that I'm aware of, so it takes (ability loss)/(damage) before it can put your plan in action.

    Hecuba's Elmyra: I'm not sure how you're becoming a construct - normal regeneration doesn't do that AFAIK. In any case, at the end of the 5th round, she loses the regeneration ability from (ability loss) and takes (damage).

    ShadowFireLance's Godkiller: Aha. What build would you use to slay a God then? That might make a difference (for example, The Wish and the Word aren't RAW-legal).

    Mystia's weaker wizard: Assuming he doesn't have the ability to summon NI Solars, he would find out that the Phane can't hit the creature or stop the wizard from taking (ability loss)/(damage).

    rweird: Thanks for pointing the bit about Timeless Body out, I missed it. Could you explain in more detail how you're creating a contingent spell with metamagic attached? In any case your character would find casting Ice Assassin fails every time.

    Anthrowhale's 2nd Illithid: The Illithid Savant fails to mimic its form. IHS fails to remove this condition. The antimagic field makes the creature disappear. Your character still takes (ability loss)/(damage).

    Mr Adventurer: CR 21 25, at most. Nothing can ever get higher than CR 21 25 (21+4 for being a boss) if you allow the feat Epic Spellcasting from the ELH.

    Chronos's Druid: Either before or after he starts thinking about it, it's not important. He isn't taken by surprise though. See my post to everyone, above.

    Gemini476's cult: You might be forgetting that the cultists all become hostile towards their leader.

    The_Ditto: You're prevented from doing so (not because I wouldn't allow it in this challenge, but because of another reason).

    Sith's Stuffy Doll: Assuming v28 from here, the Stuffy Doll kills it. Cheater Sorry, forgot: without warning the Stuffy Doll dies upon 5 rounds after creation.

    It seems to me the person who's gotten the closest is Heliomance due to some of her questions leaving people alive at the end of 5 rounds.
    Last edited by rockdeworld; 2014-09-28 at 03:48 PM.

  23. - Top - End - #233
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    NecromancerGuy

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    Default Re: If it has stats... (Challenge to the playground)

    Fishing exercise #fish
    Try independent plans A, B and C again but replace Archivist 7 / Scared Exorcist 1 / Archivist 11 with Wizard 5 / Incantrix 10 / Wizard 4 and replace DMM Persisted Foresight with Incantrix Persisted Foresight. Since these are ECL 19 characters, they have all their powers before Round 1 (defined as after ECL 20 worth of xp).
    Also trying plans D, E, F and G to try to find out what is going on.

    Plan A
    Wizard 5 / Incantrix 10 / Wizard 4
    Persisted Foresight.
    Wish teleport to the creature.
    Make a Control Check on the Sphere of Annihilation inside my spell component pouch (While it is 15ft away from me and within 10ft of the creature).
    If successful I move the Sphere into the creature's space.

    Plan B
    Wizard 5 / Incantrix 10 / Wizard 4
    Persisted Foresight.
    Wish teleport to the creature.
    Withdraw the Deck of Many Things from spell component pouch.
    Draw the Vizier and The Fates
    Enact the Vizier's plan.


    Plan C
    I have been protecting three patches of untouched earth since 1st level. I check them once a year for messages without walking on them or otherwise despoiling them.
    I have stored my xp every level in a thought bottle.
    Wizard 5 / Incantrix 10 / Wizard 4
    Persisted Foresight.
    Wish teleport to the creature.
    Withdraw the Deck of Many Things from spell component pouch.
    Draw the Vizier
    Teleport Thru Time to the first patch in the past (aiming for when I was 4th level). Leave a message with what Foresight and the Vizier told me. Along with my thought bottle. This package is left in the planned place that is slightly off of the patch.
    Teleport Thru Time to the second patch 1 day after the Foresight Warning.
    Past self finds the message and thought bottle within a year and can use the third patch if needed to enact the Vizier's plan.[/QUOTE]

    Plan D:
    Wizard 5 / Incantrix 10 / Wizard 4
    Persisted Foresight.
    Wish teleport to the creature.
    Wait 5 turns and die.

    Plan E:
    I have been protecting three patches of untouched earth since 1st level. I check them once a year for messages without walking on them or otherwise despoiling them.
    I have stored my xp every level in a thought bottle.
    Wizard 5 / Incantrix 10 / Wizard 4
    Persisted Foresight.
    Wish teleport to the creature.
    Teleport Thru Time to the first patch in the past (aiming for when I was 4th level). Leave a message with a funny picture. Along with my thought bottle. This package is left in the planned place that is slightly off of the patch.
    Teleport Thru Time to the second patch 1 day after the Foresight Warning. Wait 5 turns and die.
    Past self finds the funny picture and thought bottle within a year and can uses the third patch to arrive 1 day before I left.

    Plan F:
    Archivist 7 / Scared Exorcist 1 / Archivist 11
    DMM Persisted Foresight.
    Wish teleport to the creature.
    Wait 5 turns and die.

    Plan G:
    I have been protecting three patches of untouched earth since 1st level. I check them once a year for messages without walking on them or otherwise despoiling them.
    I have stored my xp every level in a thought bottle.
    Archivist 7 / Scared Exorcist 1 / Archivist 11
    DMM Persisted Foresight.
    Wish teleport to the creature.
    Teleport Thru Time to the first patch in the past (aiming for when I was 4th level). Leave a message with a funny picture. Along with my thought bottle. This package is left in the planned place that is slightly off of the patch.
    Teleport Thru Time to the second patch 1 day after the Foresight Warning. Wait 5 turns and die.
    Past self finds the funny picture and thought bottle within a year and can uses the third patch to arrive 1 day before I left.

  24. - Top - End - #234
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    137beth's Avatar

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    Default Re: If it has stats... (Challenge to the playground)

    So is version 2 still undefeated?
    ...I'm sure if we saw the stat-block it would be beaten in a day.
    Last edited by 137beth; 2014-09-20 at 12:27 AM.

  25. - Top - End - #235
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    NecromancerGuy

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by 137ben View Post
    So is version 2 still undefeated?
    ...I'm sure if we saw the stat-block it would be beaten in a day.
    To be fair, most of the length is from characters that couldn't have beaten the V1 and did not learn from the first set of failures. (Basically ignore anything without Foresight and the thread thins a lot)

  26. - Top - End - #236
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by 137ben View Post
    So is version 2 still undefeated?
    ...I'm sure if we saw the stat-block it would be beaten in a day.
    Doomsday Protocol [Cs]
    If [insert entity name] would be defeated by any effect or condition, they can take any number of actions at any point in the past with the sole purpose of preventing that turn of events. Obviously, this makes it impossible for mortals to normally defeat them.





    PS:
    A character born and grown into the Far Realm doesn't have a past in normal reality for anyone to attack. A character born and grown into the distant future (say, a few hundred thousand years away), that makes all his preparations there then uses Teleport Through Time or other shenanigans to go back in the present just to enact his plan would not be affected by stuff happening in the past because he doesn't exist in the past at all.


    If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.

  27. - Top - End - #237
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    NecromancerGuy

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by Belial_the_Leveler View Post
    Doomsday Protocol [Cs]
    If [insert entity name] would be defeated by any effect or condition, they can take any number of actions at any point in the past with the sole purpose of preventing that turn of events. Obviously, this makes it impossible for mortals to normally defeat them.





    PS:
    A character born and grown into the Far Realm doesn't have a past in normal reality for anyone to attack. A character born and grown into the distant future (say, a few hundred thousand years away), that makes all his preparations there then uses Teleport Through Time or other shenanigans to go back in the present just to enact his plan would not be affected by stuff happening in the past because he doesn't exist in the past at all.
    Wait, do we know it has this? If so then we should be working on inevitable offenses and/or time wars.

    Ooh.
    Step 1: Become a self caused event.
    Time Travel to before your origin. Cause your origin. (Important that this is not prompted by the entity)
    Step 2: Force Round 1 to occur before your origin.
    Time Travel to the past. (Far enough that your origin will be after your non entity inspired end)
    Step 3: Win the infinite time travel "who hit first" war
    ???
    Last edited by OldTrees1; 2014-09-20 at 02:38 AM.

  28. - Top - End - #238
    Bugbear in the Playground
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by Belial_the_Leveler View Post
    Doomsday Protocol [Cs]
    If [insert entity name] would be defeated by any effect or condition, they can take any number of actions at any point in the past with the sole purpose of preventing that turn of events. Obviously, this makes it impossible for mortals to normally defeat them.
    Hoo boy. This just changed from a game of D&D to a game of Achron. Let's test some causality.

    There exists an Illithid Savant whose name is written in the stars of the Medusa Cascade, but let's call him Tyr. Tyr mysteriously blinked into existence one day and was granted immense power. Having feasted on the brains of an Ardent10/Metamind10 (with Practiced Manifester) and a Sorcerer20 he has access to 9th-level spells and powers as well as the Font of Power ability. He has the feat Supernatural Transformation, removing the XP cost on his powers, and the feat Eschew Materials. On him is a Psionic Contingency that manifests a fully augmented Temporal Acceleration when he is about to be affected by any negative effect. Since he achieved the ability to do so he has spent his time using Temporal Reiteration on Timeless Body and Font of Power, rendering him completely invulnerable.

    When the creature uses any of its abilities on him it triggers his Contingency, giving him a round of apparent time to act in. He manifests Reality Revision to create a psionic equivalent of a Thought Bottle, and then he uses Teleport Through Time (Eschew Materials allowing him to ignore the tricky flower component) to the time of his first creation. Then, using the Arcane Spellsurge/Arcane Fusion/Celerity trick for actions he casts two Wishes; first, to create an Illithid where he first appeared, and second, to transport the Thought Bottle (with a handy explaining note) to him.

    The newly created Illithid drinks the Thought Bottle attaining full power and knowing all that he will know in the future. He immediately starts his Temporal Reiteration/Timeless Body/Font of Power trick.

    Tyr has made his existence a stable time loop where he is completely invulnerable at all points of the progression. Does the creature still succeed at killing him?
    On creating medieval thermobaric detonations:
    Quote Originally Posted by Ravens_cry View Post
    *strokes chin*
    Hmmm, I like the way you think.
    On rewriting your own past into a stable time loop of invulnerability:
    Quote Originally Posted by rockdeworld View Post
    Kardar233's Illithid:
    *strokes chin*
    Hmmm, I like the way you think.
    Quote Originally Posted by rockdeworld View Post
    kardar233's Tyr: So ok, it seems to me that your character evades death o_O. Congratulations *fanfare*

  29. - Top - End - #239
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    ClericGirl

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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    Hecuba's Elmyra: I'm not sure how you're becoming a construct - normal regeneration doesn't do that AFAIK. In any case, at the end of the 5th round, she loses the regeneration ability from (ability loss) and takes (damage).
    Becoming a construct is a function of failing the will save when applying the half-golem arm/template.

    Anyhoo, the ability loss is:
    • ex, Su, or Sr no
    • not necromantic
    • does not grant a fort save
    • not mind affecting
    • works on feats & class abilities


    Anyone have any idea what it is?
    Last edited by Hecuba; 2014-09-20 at 06:54 AM. Reason: missed closing ]

  30. - Top - End - #240
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    Default Re: If it has stats... (Challenge to the playground)

    Quote Originally Posted by rockdeworld View Post
    rweird: Thanks for pointing the bit about Timeless Body out, I missed it. Could you explain in more detail how you're creating a contingent spell with metamagic attached? In any case your character would find casting Ice Assassin fails every time.
    I don't see why you can't create magic items with metamagic (especially with wish-crafting). There is precedent for staffs having metamagic, and in creating magic items it says "While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal."

    Metamagic reductions (DMM Persist) or just wish could overcome that.

    Would I know why it fails, and would foresight warn me of its failure? Would I be able to cast other spells successfully?

    Belial_the_Leveler: What is a [Cs] ability? I don't think it would be from Complete Scoundrel, but Innate, [Ex], [Su], and [Sp] are the only types of abilities in 3.5.

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