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View Full Version : How to protect against being Banished?



killem2
2013-09-19, 08:11 PM
I'm a Dark Creature, and I want to protect myself against being banished by my dm.

Kesnit
2013-09-19, 09:45 PM
Ask your DM not to be a jerk about it..?

TuggyNE
2013-09-19, 11:19 PM
Do you need teleportation routinely? Do you have a full caster in the group? If no and yes respectively, consider dimensional anchor to ensure you can't leave the plane.

Kind of a hacky solution, of course, and it doesn't last all that long, so you might need to homebrew up a custom magic item loosely based on its properties (ideally, one that can be disabled and re-enabled as a standard or full-round action).

killem2
2013-09-19, 11:20 PM
Well, I'm a transmuter specialist : / .

I hope he was kidding of course when he brought up the fact I can be banished lol. But it is good to keep an eye out.

Arbane
2013-09-20, 12:19 AM
Well, I'm a transmuter specialist : / .

I hope he was kidding of course when he brought up the fact I can be banished lol. But it is good to keep an eye out.

The GM's bluffing.

If he banishes you, you have make up a new character. Avoid making him enraged, and it PROBABLY won't be an issue.

OldTrees1
2013-09-20, 12:20 AM
I had a similar problem with a Dark Rogue of mine. I added ghost (LA+1 for the first level of the Ghost template class) to change the native plane to the ethereal plane and material plane.

Biffoniacus_Furiou
2013-09-20, 01:06 AM
Depending on your level, Dimensional Shackles (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#dimensionalShackles) (which doesn't necessarily have to be anything but a metal bracelet with a spot to connect a chain) would completely thwart any attempt at all to banish you.

A single-use, use-activated item of Plane Shift should only cost 2,250 gp, giving you an easy means of getting back if you do get banished, assuming you can't cast that yourself. It would only be able to take you to a specific plane when created due to the spell focus, but get a bunch keyed to the material plane and you can easily have a way back if banished.

TuggyNE
2013-09-20, 01:37 AM
Depending on your level, Dimensional Shackles (http://www.d20srd.org/srd/magicItems/wondrousItems.htm#dimensionalShackles) (which doesn't necessarily have to be anything but a metal bracelet with a spot to connect a chain) would completely thwart any attempt at all to banish you.

How did I forget about that? :smallredface:

sleepyphoenixx
2013-09-20, 01:41 AM
Rod of the Embassy (Arms and Equipment Guide p125, 20000gp) makes you count as being on your home plane, making you immune to banishment, dismissal etc.

Vaz
2013-09-20, 02:28 AM
Do you need teleportation routinely? Do you have a full caster in the group? If no and yes respectively, consider dimensional anchor to ensure you can't leave the plane.

Kind of a hacky solution, of course, and it doesn't last all that long, so you might need to homebrew up a custom magic item loosely based on its properties (ideally, one that can be disabled and re-enabled as a standard or full-round action).

There is a Spelltouched Feat (http://www.d20srd.org/srd/variant/buildingCharacters/spelltouchedFeats.htm) in UA called Naturalized Denizen which provides that affect for you. Depending on your adventure/race/DM, it's one of the most powerful feats out there.

Diarmuid
2013-09-20, 08:23 AM
What is the "proper plane" for a Dark creature?

Dusk Eclipse
2013-09-20, 08:28 AM
Probably the Plane of Shadows

Chronos
2013-09-20, 08:59 AM
Instead of a use-activated item, you could just carry a scroll of plane shift, which is cheaper. You'd need to roll to use it, but you'd probably have a 90+% chance of success. Or a scroll of Shadow Walk, which would be even cheaper, since it's lower level.

Or, of course, if you're high enough level, you could just cast them yourself. This assumes, of course, that you haven't banned Conjuration or Illusion, but those are both uncommon choices of banned schools.

Don't worry about it coming up more than once or twice, since enemies that can use banishment effects are uncommon to begin with, and even if they do, such effects offer a Will save, which should be a good one for you.

Diarmuid
2013-09-20, 09:00 AM
I agree that's probably the common assumption, but I dont know which Dark creature variant he is using and if it explicitly states that you have a new "home plane". If it does not, then banishment really isnt any of a concern much like it wouldnt be for something like an Aasimar.

Chronos
2013-09-20, 09:12 AM
The only version I know of the Dark template is the one in Tome of Magic, which explicitly says "Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype".

killem2
2013-09-20, 09:26 AM
The only version I know of the Dark template is the one in Tome of Magic, which explicitly says "Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype".

Yeah this is it, and it is because of that subtype that I want to watch out for it.

I didn't know planeshift was a spell, that is actually probably the best solution :).

Dusk Eclipse
2013-09-20, 09:26 AM
The only version I know of the Dark template is the one in Tome of Magic, which explicitly says "Dark creatures encountered away from the Plane of Shadow have the extraplanar subtype".

There is another version in Cormyr: The Tearing of the Weave, which is slightly better since it gives (Su) Hide in plain sight (AKA the best one).

Diarmuid
2013-09-20, 09:40 AM
DE - That's exactly what I wasnt sure of, whether this was the Cormyr version or the ToM version.

Upon further review, it seems that the Cormyr version has the same "encountered away from the Plane of Shadow..." verbiage. I didnt remember seeing it when I ran that for my group, but then again they werent anywhere near high enough level to attempt any sort of Dismissal/Banishment in that module.

Chronos
2013-09-20, 10:52 AM
There is another version in Cormyr: The Tearing of the Weave, which is slightly better since it gives (Su) Hide in plain sight (AKA the best one).
Being (Su) doesn't make it better-- All else being equal, (Su) is worse than (Ex). Negating the need for concealment makes it better. Yes, it so happens that out of all of the many versions of HiPS, the only two that don't negate the need for concealment happen to be (Ex), but there are also (Ex) versions of HiPS without that problem.

Dusk Eclipse
2013-09-20, 10:54 AM
Being (Su) doesn't make it better-- All else being equal, (Su) is worse than (Ex). Negating the need for concealment makes it better. Yes, it so happens that out of all of the many versions of HiPS, the only two that don't negate the need for concealment happen to be (Ex), but there are also (Ex) versions of HiPS without that problem.

I was under the impression that all (Ex) versions of HiPS needed concealment, if that isn't the case then yes, that version would be much better than the (Su) version; care to point me to those versions?

Chronos
2013-09-20, 12:57 PM
The Ranger, Scout, and Wilderness Rogue versions all come with a separate ability, Camouflage, that removes the need for concealment, in the same circumstances where HiPS works (any natural environment). The Brownie (http://www.wizards.com/default.asp?x=dnd/al/20041006a) has an (Ex) version that works in dim light, tall grass, or heavy underbrush, and removes the need for concealment. So far as I know, the only versions of HiPS that don't cover the concealment thing are the Dark template, and the Stalker of Kharesh.

Dusk Eclipse
2013-09-20, 03:08 PM
Those versions are still inferior to the Su version, even though you get camouflage it only works in Natural enviroments, what if you are in a dungeon? Or in a city? Same for the Brownie's version (which I think is impossible to get until epic levels in any way). The Su version works everywhere.

ShurikVch
2013-09-20, 03:51 PM
I was under the impression that all (Ex) versions of HiPS needed concealment, if that isn't the case then yes, that version would be much better than the (Su) version; care to point me to those versions?
Champions of Valor WE, Shadow Cloak Knight ACF (gnome paladin), 6th lvl
Drow of the Underdark, Eye of Lolth PrC (divine half-caster), 6th lvl