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  1. - Top - End - #1
    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default [3.5] teleport prevention

    Hi, I'm playing in a campaign where the main antagonists have an annoying tendency to disappear to be reoccurring villains another time to my great annoyance.
    Mostly they do it with teleport, but other spells, might be used as well. I would also guess that some of them have contingency spells as well
    Now, the questions is how to force them to stay:

    We've already tried to freeze the person in place after he was unconscious, and he still got away.

    What I was thinking was some kind of darts or bolts that I could get him with on a distance, which should disrupt any spells cast. Does such things exist?

    Other suggestions?
    Also, I play a blackguard. But we have a lvl 8th cleric, a lvl 10 assassin and a about lvl 8 or 9 arcane caster of undefined class
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    Jack_Simth's Avatar

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    Default Re: [3.5] teleport prevention

    Quote Originally Posted by Narmoth View Post
    Hi, I'm playing in a campaign where the main antagonists have an annoying tendency to disappear to be reoccurring villains another time to my great annoyance.
    Mostly they do it with teleport, but other spells, might be used as well. I would also guess that some of them have contingency spells as well
    Now, the questions is how to force them to stay:

    We've already tried to freeze the person in place after he was unconscious, and he still got away.

    What I was thinking was some kind of darts or bolts that I could get him with on a distance, which should disrupt any spells cast. Does such things exist?

    Other suggestions?
    Also, I play a blackguard. But we have a lvl 8th cleric, a lvl 10 assassin and a about lvl 8 or 9 arcane caster of undefined class
    You want the spell Dimensional Anchor and possibly a set of Dimensional Shackles

    If you pick up a Spell Storing weapon, you can fit Dispel Magic in there.

    edit:
    Not that it matters. The guy's using Teleport (a 5th level spell), when you've got a party level of 8 or 9, and appears to be making it Contingent. Your opponent either has a DM shield, or is not what he appears to be. It won't actually help to stop teleportation, in either case.
    Last edited by Jack_Simth; 2009-02-01 at 01:16 PM.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  3. - Top - End - #3
    Colossus in the Playground
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    Default Re: [3.5] teleport prevention

    While it might be nuking a fish, getting him into Anti-Magic Field one way or another should solve those problems (like teleporting next to him with a shaped AMF online, or using Master Abjurer's level 10 ability or some such). Dimensional Lock in the combat area should also be an easy, functional means and perfectly usable during Time Stop (although that's unavailable before level 17, so it's probably a bit into the future still). Knocking 'em unconscious and keeping 'em in Anti-Magic/Dimensional Shackles (or mindraped) or such is the easiest way though.
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    Titan in the Playground
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    Default Re: [3.5] teleport prevention

    Your caster can also ready an action to counterspell with the same spell or a dispel magic. Perhaps as an added backup besides preparing a dimensional anchor spell or scroll.

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    WolfInSheepsClothing

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    Default Re: [3.5] teleport prevention

    Quote Originally Posted by Jack_Simth View Post
    Your opponent either has a DM shield, or is not what he appears to be. It won't actually help to stop teleportation, in either case.
    Yes, he has a DM shield. I'm trying to blast through it. The DM is aware of that he'll piss the group off cardinally if absolutely all efforts are countered with deus ex machina

    Quote Originally Posted by Eldariel View Post
    While it might be nuking a fish, getting him into Anti-Magic Field one way or another should solve those problems (like teleporting next to him with a shaped AMF online, or using Master Abjurer's level 10 ability or some such). Dimensional Lock in the combat area should also be an easy, functional means and perfectly usable during Time Stop (although that's unavailable before level 17, so it's probably a bit into the future still). Knocking 'em unconscious and keeping 'em in Anti-Magic/Dimensional Shackles (or mindraped) or such is the easiest way though.
    Would it be possible to imbue a bolt with antimagic field and fire it on the wizard, thus negating his spellcasting?
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  6. - Top - End - #6
    Colossus in the Playground
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    Default Re: [3.5] teleport prevention

    Quote Originally Posted by Narmoth View Post
    Would it be possible to imbue a bolt with antimagic field and fire it on the wizard, thus negating his spellcasting?
    Unless you have an Arcane Archer in the party... By default, AMF is centered on you, which is something you'll have to work around if you intend on casting it at other characters. Having it in effect around you and just walking next to him, or having a shaped version in effect and teleporting will work.
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    Keld Denar's Avatar

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    Default Re: [3.5] teleport prevention

    You mean like....Antimagic Ray? Check out Spell Compendium for more details...

    Otherwise, hire a beholder? There is a feat in Lords of Madness that allows the beholder to target a single person with his Antimatic Eye. Just keep him in Antimagic and kill him.

    Sure, it'll probably be expensive to hire a beholder with the feat you need, but in the end, won't the look on your DMs face be priceless?
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    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: [3.5] teleport prevention

    Quote Originally Posted by Eldariel View Post
    Unless you have an Arcane Archer in the party... By default, AMF is centered on you, which is something you'll have to work around if you intend on casting it at other characters. Having it in effect around you and just walking next to him, or having a shaped version in effect and teleporting will work.
    If I and the cleric could walk next to him, we could probably take him down in one round. We aren't getting close enough. I was able to shoot a poison bold in him and get him unconscious (probably by rolling a 1. The dm was very surprised).
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  9. - Top - End - #9
    Pixie in the Playground
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    Default Re: [3.5] teleport prevention

    Get your assassin to take that sucker to the morgue! With a good attack, he'll have three opportunities to shut that sucker down until the DM clerics the punk back to life: Death attack, poison and sheer sneak attack damage.

    Just have him cast invisibility and sneak up on the guy in combat (more difficult than it sounds, especially with DM watching). At tenth level, Death Attack DC should be at least 15 and sneak attack should be +7d6. Combine that with black lotus, which he should have anyway and it's a will save, fortitude save and a lucky hit point total to avoid death.

    Now, I'm not too familiar with blackguards, but you might be able to at least interrupt his casting. Cleric could possibly counterspell the teleport or at least help the assassin to get through with distractions/buffs.

    If you're arcane caster is a wizard, then he has access to teleport at level nine. Just counterspell it.

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    Ogre in the Playground
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    Default Re: [3.5] teleport prevention

    Okay, so I assume this is core ... lets see what we can expect, a contingent teleport, a ring of counterspells with dimensional anchor cast into it, invisibility (perhaps dust of disappearance) and next time something to protect him from poison too.

    Prepare to deal with all that.

    First things first though, scry him (or if he has flunkies scry the flunkies first, they have worse saves).

  11. - Top - End - #11

    Default Re: [3.5] teleport prevention

    Dimensional lock is like an area dimensional anchor.

    You could also use dimensional strike (psionic power) to get a fighter-type with mageslayer right next to him.

    Other ideas include poisoned arrows (he needs at least int 10+spell level to cast whatever spell he uses to escape), silence and grappling.
    Last edited by quick_comment; 2009-02-01 at 09:05 PM.

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    Frosty's Avatar

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    Default Re: [3.5] teleport prevention

    Anticipate Teleport from the Spell Compendium will give you advance warning to prepare when the baddies do teleport in. Commence the beatdown!

  13. - Top - End - #13
    Bugbear in the Playground
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    Default Re: [3.5] teleport prevention

    Dimentional anchor is probably the best choice at your level and should get the job done fine, but I think the psionic power divert teleport deserves mention as the most entertaining.

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    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: [3.5] teleport prevention

    Quote Originally Posted by Molant View Post
    Just have him cast invisibility and sneak up on the guy in combat (more difficult than it sounds, especially with DM watching).
    As I said, we never face him in combat (except for the first time, when we almost killed him I think). Therefore I need to hit him with something ranged so we can close in for combat with him.

    Also, he has damage reduction, and some other nasty things that I don't know what is, as I'm unfamiliar with 3.5, playing mostly 2nd ed

    Scrying him was a good idea. Actually a great idea, since he has an item we are supposed to retrieve
    Last edited by Narmoth; 2009-02-02 at 04:39 AM.
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  15. - Top - End - #15
    Colossus in the Playground
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    Default Re: [3.5] teleport prevention

    Use a scroll of Dimensional Lock. That should prevent him from escaping. Then just make sure you've got detection for invisibility and hiding and you're good.
    Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
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    Seffbasilisk's Avatar

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    Default Re: [3.5] teleport prevention

    As others have said, Dimensional Anchor is the best bet.
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    Kyouhen's Avatar

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    Default Re: [3.5] teleport prevention

    Here's a thought. If you can't hit him with a Dimensional Anchor for whatever reason, maybe try casting Dimensional Anchor on an arrow and pop it square in his back where he can't reach it. Even if your DM decides that the spell only stops the arrow from warping, it's still going to leave a nasty gash when he decides to leave the arrow behind. :D

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    Barbarian in the Playground
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    Default Re: [3.5] teleport prevention

    Smiting Spell feat from Players Handbook II. Making the Arcane Archer irrelevant never looked so good.

    That or take Anti-Magic Ray. It's a good spell to have regardless.

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    Default Re: [3.5] teleport prevention

    teleportation was only used one time actually. when you met him in the tower he jumped on the roof ;D
    and the assassin used teleport (or some similar spell. cougcough!) when you met them at the bridge.
    but hey, finding those anti teleport thingies might be a good idea indeed!
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    Ogre in the Playground
     
    WolfInSheepsClothing

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    Default Re: [3.5] teleport prevention

    Nah, he couldn't. He sneak attacked in the first round, making it impossible for him to counterspell the ice storm cast on them that round. He terefore could not teleport them away next round. Only possibility is that the mage had a contigency teleport cast on himself that teleports him away when he get's unconcious. Anything else is simply rules defying cheating.
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    Shademan's Avatar

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    Default Re: [3.5] teleport prevention

    ...
    yeah... that is EXACTLY what happened!
    yees...
    ...
    i'm not very proud of what i did....
    Need a setting for your game? a character concept? any gaming related ideas? I make far to many to eat up myself, and therefor I am willing to share them. Free ideas! Get yer fluff here! PM me.


    The friendly neighborhood gentleman perv is always ready to help!

    on M&B:
    Quote Originally Posted by Celesyne
    oh, and looting villages is REALLY good money, if a nearby lord doesn't stop by and give you a daily dose of rape.
    http://baetzler.de/humor/meat_beings.html

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