PDA

View Full Version : Optimization Smuggling magic/mundane items



Decrementis
2016-09-21, 03:49 PM
Hi all.

First post.

So here's the deal, we're entering a campaign at 7th.

We're to be taken prisoner, stripped of items and given prison robes. Sailed by skyship to a prison island then thrown over the side into the sea to swim to the island and the mission is to break a prisoner out.

When we're captured we're stripped under a detect magic, we're also possibly going to be searched on the skyship in a similar manner, on the island there is a fluctuating anti magic field that's dependent on we don't know what.

We're taking non magic reliant characters.

I'm taking a Rogue 2, Fighter 4, Master thrower 1 - dagger specialist, figuring that guards (if they have any) may likely have some, we've no info on the prison itself as no-ones ever escaped and its a lifetime banishment to the island.

If we can figure out a way to smuggle things we're allowed them, there is no other way onto the island, sea is not an option (world issues)

Any ideas?

Maybe having robes with a hidden extra dimensional space in the guise of prison uniform smuggled onto the ship and hoping we don't get searched?

Anyway to store my daggers on another plane? if the anti magic field drops any way to recover them?

NinjaTBB
2016-09-21, 04:15 PM
There is an assassin spell, Absorb Weapon, that hides a light weapon on your body as a red blotch. It does register on detect magic but if you can get a thin sheet of lead to cover it then it should be fine, perhaps a bandage of some sort? Only 1 hour per level though which might not be enough time for your needs.

With enough sleight of hand skill you might be able to sneak one with you a la the scene from Now You See Me 2.

Then there's the hidden spaces in Complete Scoundrel. If you "need" a walking stick there could be a hidden space to hold a dagger in it. DC 15 Search might be too easy to find though.

Name1
2016-09-21, 04:24 PM
If you rule that portable holes don't instanty spill out everything inside the moment they enter AMFs, you could swallow a bagged, lead-encased portable hole and as soon as the AMF is down, you can cut your stomach open, dealing damage to yourself and getting the portable hole out. You should have a good deal of HP/Fort/Con though, depending on how your DM wants to handle the damage you take.

Afgncaap5
2016-09-21, 04:32 PM
There is an assassin spell, Absorb Weapon, that hides a light weapon on your body as a red blotch. It does register on detect magic but if you can get a thin sheet of lead to cover it then it should be fine, perhaps a bandage of some sort? Only 1 hour per level though which might not be enough time for your needs.

With enough sleight of hand skill you might be able to sneak one with you a la the scene from Now You See Me 2.

Then there's the hidden spaces in Complete Scoundrel. If you "need" a walking stick there could be a hidden space to hold a dagger in it. DC 15 Search might be too easy to find though.

I'm gonna second the advice on using Complete Scoundrel. If you go the "bandage" route to hide things, Complete Scoundrel lists the price for fitting lead into cloth objects via lead thread, too, so it's hard to go wrong.

You might also want to consider a graft onto a character since those don't register as magical weapons. Oh, and if you combine the Toxic Tooth from Complete Scoundrel with the Alchemical Capsules from Complete Adventurer you might have an extra trick or two up your lack of sleeves.

As a side note: do you have access to third party material? An Armorist from Spheres of Power could summon a specific weapon to him or herself without much difficulty.

Decrementis
2016-09-21, 05:09 PM
I'm gonna second the advice on using Complete Scoundrel. If you go the "bandage" route to hide things, Complete Scoundrel lists the price for fitting lead into cloth objects via lead thread, too, so it's hard to go wrong.

You might also want to consider a graft onto a character since those don't register as magical weapons. Oh, and if you combine the Toxic Tooth from Complete Scoundrel with the Alchemical Capsules from Complete Adventurer you might have an extra trick or two up your lack of sleeves.

As a side note: do you have access to third party material? An Armorist from Spheres of Power could summon a specific weapon to him or herself without much difficulty.

i'm going to have an intricate read of complete scoundrel it seems

I think the portable hole idea is going to be a no as a dm i'd rule it out, finding an assassin that'd cast that could be tricky, we've not got one in the party but i will see if the dm will let me character ooc that?

What kind of sleight of hand check are we talking here to hide a dagger or two on my persons and avoiding a frisk check

NinjaTBB
2016-09-21, 05:20 PM
If you've got UMD then I'm sure a scroll could be obtained.


You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Search check, since it’s generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.

So it would be your Sleight of Hand +2 (for dagger) vs. Friskers Search +4 and Observer(s) Spot.

Depending on the severity of the strip search you might get a penalty to the skill check, or alternatively have to make one every round you're searched, or something to that effect.

Decrementis
2016-09-21, 05:44 PM
If you've got UMD then I'm sure a scroll could be obtained.



So it would be your Sleight of Hand +2 (for dagger) vs. Friskers Search +4 and Observer(s) Spot.

Depending on the severity of the strip search you might get a penalty to the skill check, or alternatively have to make one every round you're searched, or something to that effect.

Ok

Say i took a dagger, had a hollow handle with hidden mitts of glibness and maybe a portable hole in it, then bladeshimmered it and hit it on my persons with a lead lined bandage.

Lets argue for the sake of the dm letting me get away with that, what would be your choice of enhancement on that dagger?

I'll max out Sleight of hand, if i can get this onto the boat then it's simple from there.

NinjaTBB
2016-09-21, 05:59 PM
Ok

Say i took a dagger, had a hollow handle with hidden mitts of glibness and maybe a portable hole in it, then bladeshimmered it and hit it on my persons with a lead lined bandage.

Lets argue for the sake of the dm letting me get away with that, what would be your choice of enhancement on that dagger?

I'll max out Sleight of hand, if i can get this onto the boat then it's simple from there.

Without knowing any more specifics of your build, returning might save you a lot of time if you plan on going further into master thrower. Other than that any damage enhancements are always nice.

Another option that might work is bladeshimmer on the dagger, then wrap it in bladeshimmered lead cloth. The +10 bonus to Sleight of Hand might allow you to keep it palmed (or toss it between palms) because a bandage might call attention to itself unless there's a very visible wound beneath it. EDIT: Never mind the bladeshimmer will still ping on detect magic for the lead lined cloth.

Deophaun
2016-09-21, 06:11 PM
When we're captured we're stripped under a detect magic
That magic item/light weapon you want to smuggle in? You Sleight of Hand it onto the person stripping you, then lift it back after.

Decrementis
2016-09-21, 06:19 PM
That magic item/light weapon you want to smuggle in? You Sleight of Hand it onto the person stripping you, then lift it back after.

Thats a nice idea...

Ninja.

Rogue 2, Fighter 4, Master Thrower 1.

Precise shot, quick draw, far shot, rapid shot, point blank shot, TWF, palm throw, weapon focus among a few others

NinjaTBB
2016-09-21, 06:48 PM
Thats a nice idea...

Ninja.

Rogue 2, Fighter 4, Master Thrower 1.

Precise shot, quick draw, far shot, rapid shot, point blank shot, TWF, palm throw, weapon focus among a few others

Yeah, assuming the detection originates from the frisker that might work well.

At that point you probably want as many returning daggers as you can throw in a turn (just put all but one of them in the portable hole, which then goes in the hollow hilt of the last dagger) if you can convince your DM that free action catching them combined with free action drawing (convince them Quick Draw works both ways) them means you can catch them all after throwing so many in a turn.

Also, I just remembered Nystul's Magical Aura, lasts one day/level which should be long enough. Once you've got all the items tucked away in the lead lined primary dagger compartment, liberally apply bladeshimmer, use scroll of Nystul's Magical Aura to have the now invisible dagger register as nonmagical, Sleight of Hand it to avoid the frisk in whatever fashion you desire, ????, profit.

Darrin
2016-09-21, 07:32 PM
Some thoughts:

Pay for a skull talisman (Frostburn) of Leomund's secret chest or get your hands on a spell-storing item that allows you to cast this spell yourself (Chardalyn, Glyph Seal, Shallantha's Delicate Disk, etc.). You'll need to pay the cost for the chest (5000 GP) and the spell focus (50 GP). The spell focus is non-magical and should not register under detect magic. However, to avoid a spellcaster recognizing what the chest does, consider paying for a polymorph any object on it. Keep it in the same class, size, and intelligence by changing it into a wooden sandal. This should put the duration factor at about 6, so the polymorph will wear off in 2 days.

A similar idea would be to put everything in a Bag of Holding or Handy Haversack, polymorph any object into a loincloth or pair of boots with a similar duration factor, and cast Nystul's magic aura on it so it registers as non-magical.

Something else to consider... find a local cleric or get a spell-storing item that can cast lesser planar ally or create lantern archon (Champions of Valor, costs 1d2 Con drain so maybe pay for a sheltered vitality as well). Call up a lantern archon, and pay them 1000 GP for a long-term mission: take 50 lbs of equipment, teleport it to a safe location, and then 2 days later teleport it back to you wherever you are (maybe pre-arrange a location or pre-pay for a sending/scrying of some sort).

Shortstuff
2016-09-21, 08:03 PM
If you've got some way to smuggle in other items...

A Blinkback Belt (Pathfinder item, found here (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/belt-blink-back)) beats paying for returning prices any day. It really does. You pay 5,000g for returning on all your weapons, use Quickdraw to snatch them from the belt. The trouble, of course, is that you're SOL if anyone ever steals or destroys this belt.

There's lots of interesting ways to hide daggers in the Arms & Equipment Guide. Let me quote a few things another poster said in 2011:


Hollow Boot Heel (Complete Scoundrel): for hiding poisons, etc. It's not exactly knife-specific, but poisoning your 1d4 or 1d3 daggers never hurts.
Boot Sheath (Arms & Equipment Guide): 1 hidden dagger per ankle
Wrist Sheath (Arms & Equipment Guide): 1 hidden dagger per wrist
Smuggler's Boots (Arms & Equipment Guide): 1 dagger in each boot lining

I don't know what the DCs for spotting any of these are, but you might get some mileage through that stuff. Line the inside with lead, as has been mentioned, and magic daggers might go there.

NinjaTBB
2016-09-21, 08:22 PM
A similar idea would be to put everything in a Bag of Holding or Handy Haversack, polymorph any object into a loincloth or pair of boots with a similar duration factor, and cast Nystul's magic aura on it so it registers as non-magical.


Don't think that'll work since polymorph any object can't work on magic items.


I don't know what the DCs for spotting any of these are, but you might get some mileage through that stuff. Line the inside with lead, as has been mentioned, and magic daggers might go there.

Hollow Boot Heel: DC 25 Search
Booth Sheath: Sleight of Hand +4 vs Spot or Search
Wrist Sheath: Not listed, presumably same as boot sheath
Smuggler's Boots: DC 30 Search

But again, depends how intense/literal the strip search is. If it's just a pat down then all of these would work wonderfully.