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View Full Version : Defensible Location



Tim Proctor
2012-07-02, 04:39 PM
I am trying to figure out how defensible a fortress a level 14 wizard with a 32 pt. buy could get his Keep. First off he chose a really frozen and remote place so that he wasn't stormed by tons of low level people, and was able to design the keep to keep people out.

I was planning on having spells like Unhallow with Dimensional Anchor attached to it, as well as explosive runes throughout, using Magic Mouth as an alarm system (basically things that are Permanent until discharged) and such. But he needs to keep the level 7 lesser miracles for those just-in-case situations so he isn't using that to defend this place.

Thoughts?

TuggyNE
2012-07-02, 04:47 PM
Walls of stone/iron, the various symbol of spells, summoning/planar ally triggered by routine divinations, guards and wards.

JeminiZero
2012-07-02, 07:14 PM
If a wizard with Greater Teleport wants a private location that only he can access, he might not even bother making an entrance to the place. Instead it will be a sealed underground location (supplied air through bottles of air), where the only means of access is to teleport into a minion (and possibly trap)-filled entrance lobby (the rest of the area being warded against standard teleportation via forbiddance or something). And of course, he will have a couple of Gemjumps (SpC 101) ready to bring him back home, even if he runs out of spells. No chance of wandering peasants accidentally finding the place.

Wookie-ranger
2012-07-02, 07:42 PM
My favorite part about Greater Teleport is "no range limit"

Need a save place?
Put on your 'Necklace of Adaptation' and Greater Teleport to the moon. You can look up and see it, that should suffice for "reliable information". (unless you take the spot-skill rules by RAW, they no one would be able to see the sun:smallconfused:)

Need a very save place?
Put on your 'Necklace of Adaptation', acquire some reliable information (though contact other plane, or your favorite divination of choice) and Greater Teleport to the moon; any moon, at the other end of the galaxy, or a completely different galaxy if you really want.

Slipperychicken
2012-07-02, 08:19 PM
You can probably afford a casting of Genesis (~26.5k) at this point, although the price will make it "not generally available". Then you can live in your own personal demiplane, making you even harder to find/reach. At that point, you pretty much need a high-level caster to get to you, and large numbers will be difficult to bring in. Then you get into Batman-Wizard territory.

You can use the "trap/minion-filled entrance lobby" concept which JeminiZero mentioned, and stick it on the Demiplane just as well. To add to that, I suggest casting Anticipate Teleportation (http://dndtools.eu/spells/complete-arcane--55/anticipate-teleportation--435/) (on some hard-to-kill creature that doesn't mind staying in one place all day) all over the Lobby. When you hit level 15, make that Greater Anticipate Teleportation (http://dndtools.eu/spells/complete-arcane--55/anticipate-teleportation-greater--436/). This way, you and your minions will have a round or three to prepare (buffing, laying down nasty things, readying actions) when someone tries to gank you.

Also, you can Planar Bind a Nightmare for little cost, so you can use that to Astral Project from your "safe zone" and adventure at ease, knowing that very little can harm you, and that you can use consumables with reckless abandon (Your Projected self does not actually use your "real" equipment, but Astral-Projected versions). Then have a Craft Contingent Revivify on your body in case something severs the Silvery Cord. You will need to invest in your AC to avoid being brained by your DM's +1 Adamantine D20, though.

Grimsage Matt
2012-07-02, 08:24 PM
Take the moon base. And leave most of it open to space:smallbiggrin: And have a scrying spell to see the suckers.

Gavinfoxx
2012-07-02, 08:30 PM
You should really, really, really join as a reader for this game:

http://www.myth-weavers.com/forumdisplay.php?f=21974

And look at all of the strongholds that the casters came up with. That will help you a whole lot!!