Place him in stasis using magic. Make him featherweight using magic. Get 10,000 peasants to stand in a line, each 5 feet apart. Hand the stasis deathbarian to the first peasant. In a single round have each one hand the deathbarian to the next. Deathbarian travels 50,000ft in approximately six seconds. Should gain enough velocity to escape orbit. Rules debate ensues, game collapses, dice are thrown, game is over.
@Novian Complete Warrior, Barbarian prestige class. It's... good, but problematic since you must make Will saves or attack things at random, including allies
We need... 45,000 peasants to achieve a speed of 37,500 feet per second, translates to 11.43km/sec, thus we are now able to throw the raging barbarian out of the earthlike gravity pull.
@Novian - Bah, you can't make anything decent out of dead peasants. Why should the necromancer stop and ravage this place only to get D-list minions out of it?
@Lord_Gareth Sorcerers and Wizard necromancers are both quite good, but neither should be focusing on raising many minions; they're mostly about those incredibly nasty curses. You want a Cleric or Dread Necromancer for minions, and neither of those uses Intelligence. So there.
So how much would it help, skipping the "how do you track wizzaaaaaaaaahd down" problem, if you kept that thing loaded with Celerity/Greater Celerity at all times?
"I go fi-" "nope, countered, celerity, deathbolts away!"
It's a shame that I'm pretty sure it won't work to counter Contingency since, y'know, that was cast years ago
As opposed to right now
Although, alternately
You could walk around with a contingent Teleport Cage up to keep a teleport contingency from working and just open every combat with celerity+greater dispel to surpress their crafted contingencies, can't you?
not sure if I /can/ Craft Contingent Spell a Teleport Cage. Are there any mechanical limits on what contingencies I can craft?
Or can I put in ANY spell on a trigger?
'Cause if I can put anything in then that thing is getting a Twinned Repeating Teleport Cage so I have an arena large enough to keep him from moving out with actions
I'll have to mull this over
(@KRyan, I'm starting to think that any situation that actually devolves into two wizards of level 11 or higher having a magical duel is going to leave a permanent scar on the world where space-time doesn't work the same and all the animals mutate into alien horrors)
I mean, in the first round at least one of them is trying to twist time to go first (which may be countered by the other guy doing the same, or counterspelled)
So right there you just opened the fight up by slapping causality in the face
And to counter or avoid spells you're using Abjuration, the spell of magic that affects magic
So by the time this is done you've taken all natural and super-natural laws of physics, beat them, boiled them, then hung them to dry while a large man whips them to death
That has GOT to leave something permanent
@MadMaxJr - wouldn't work at all, it's too high level to be in a wand
Where all the non-apprentice wizards live in demiplane bubbles, sending forth projected images to attract students
And then send the students out to adventure
And whenever a students asks why, past a certain point, theyh have to swear a vow to never fight another wizard they escort the student to some horrific wild magic zone and say, "These are everywhere, and they happen every time we battle."
Whole setting is Aberrations and rogue constructs for enemies
@BESW if you've got a player who knows the DC table well they'll know what they are facing is either unfair or plot significant when they fail on a good skill check roll. And that's what the DM is going for here
the fact is, if he wants them to fail, he shouldn't actually be using a game mechanic here...
@waxeagle There's another reason diseases are trivial, and it's quite easy to fix, though not as straightforward as upping DCs (which I do think is useful).
the answers/premise seem remarkably similar. Only difference is one is wererat and the other werewolf. Perhaps they could be merged? Although I'm not sure there's a precedent for that type of action
@KRyan, @BESW, I'm getting the feeling that this monk thread might be best solved by voting to close the thing. Some of the comments from the low-op side are getting...hostile.
closing is really extreme for a question that is perfectly appropriate and reasonable
things are closed here, generally, only if there is something wrong with them -- and the implication is that whatever's wrong can be fixed so the question can be opened again
@KRyan Agreed, but you really should reconsider using the comments to say what you've already said in your answer. It's antagonistic for no constructive end.
what you might be talking about is Protection (i.e. you need a certain amount of rep to comment), but I don't think it's really warranted here (and only two or three people on the site can even do that)
@BESW well, I was just confirming what Tim had guessed about my perspective on monks; the comment about the weapons was before I'd added that to my answer
it could easily go away now
I'm not trying to make more work for the mods, but I'm also quite comfortable with them deleting my comments in general
I wanted to let Tim know he'd guessed correctly, and maybe (if he sees it and believes me) convince Cypher some
I suppose the former would be handled better through chat, though
I kinda wish I could just tag @Ororo to come into chat so we could give him the quick-and-dirty on why Monk has so many problems and offer more comprehensive alternate suggestions. Unfortunately, it seems as though he's believing some of the less-optimal advice given in the thread.
Which will be unfortunate when aforementioned monk hits play.
To "close the barn door after the horse has bolted" is an idiom meaning that the method being used would have been more effective as a preventative rather than a solution after the fact.