New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 23 of 23
  1. - Top - End - #1
    Ettin in the Playground
     
    deuxhero's Avatar

    Join Date
    May 2009
    Location
    Fl

    Default Preventing outsiders from coming back?

    I'm pretty sure (might be wrong, not an expert) that when non-native outsiders (or at least demons) are brought to -10 HP aren't killed, but merely banished back to their homeplane for a period of time.

    Anyway to give them an actual death?

  2. - Top - End - #2
    Titan in the Playground
     
    Starbuck_II's Avatar

    Join Date
    May 2004
    Location
    Enterprise, Alabama
    Gender
    Male

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by deuxhero View Post
    I'm pretty sure (might be wrong, not an expert) that when non-native outsiders (or at least demons) are brought to -10 HP aren't killed, but merely banished back to their homeplane for a period of time.

    Anyway to give them an actual death?
    Call them instead of summon them. Called creatures are dead permenently.

  3. - Top - End - #3
    Titan in the Playground
     
    Ravens_cry's Avatar

    Join Date
    Sep 2008

    Default Re: Preventing outsiders from coming back?

    Or do what Doom Guy did in Doom, take the fight to them, as it were.
    Quote Originally Posted by Calanon View Post
    Raven_Cry's comments often have the effects of a +5 Tome of Understanding

  4. - Top - End - #4
    Ettin in the Playground
     
    deuxhero's Avatar

    Join Date
    May 2009
    Location
    Fl

    Default Re: Preventing outsiders from coming back?

    I was pretty sure something like what I was describing applied to a demon who Gated or Planeshifted himself to the prime material and got his ass handed to him.

  5. - Top - End - #5
    Titan in the Playground
     
    Starbuck_II's Avatar

    Join Date
    May 2004
    Location
    Enterprise, Alabama
    Gender
    Male

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by deuxhero View Post
    I was pretty sure something like what I was describing applied to a demon who Gated or Planeshifted himself to the prime material and got his ass handed to him.
    Then they goofed because unless they have some special magic spell/item that isn't how it worked. Unless you are mentioning 2E. The rules in 2E were different than 3.5.
    2E: banished. Because the was no such thing as a Called effect. Demons were always considered Summoned.
    In 3.5: they are dead as they were Called. Unless DM fiat.


    In 2E, Neverwinter Nights had a demon lord dude who if killed was just prevented from returning for 1000 years, but they have that special magic I mentioned.
    A regular demon/devil is gone for good.

  6. - Top - End - #6
    Titan in the Playground
     
    Yuki Akuma's Avatar

    Join Date
    Dec 2004
    Location
    The Land of Angles

    Default Re: Preventing outsiders from coming back?

    Depends on the outsider.

    I think Devils or Demons just get banished. Others actually die.
    There's no wrong way to play. - S. John Ross

    Quote Originally Posted by archaeo View Post
    Man, this is just one of those things you see and realize, "I live in a weird and banal future."

  7. - Top - End - #7
    Barbarian in the Playground
    Join Date
    May 2009

    Default Re: Preventing outsiders from coming back?

    Trap them via Trap the Soul or Magic Jar or something?

    I wonder if Thinaun or a Barghest's Feed ability can counter the Outsiders 'get out of death, free' card?

    Bind them into possessing a mortal, and then cast Imprisonment, Temporal Stasis or Flesh to Stone on the mortal. (Would need some way to make them unable to stop possessing the mortal, although both of these tactics seem like they would work.)

    Establish an order of monks who tattoo themselves with binding sigils and then allow themselves to be possessed by summoned fiends. The magic circle tattoos prevent the fiend from getting out, once it's in, and the remaining monks lock up and care for their possessed brethren, each of which has devoted his life to containing a fiend for as long as his health holds out.
    Last edited by Set; 2009-10-17 at 08:26 PM.

  8. - Top - End - #8
    Bugbear in the Playground
    Join Date
    Aug 2008

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by Set View Post
    Trap them via Trap the Soul or Magic Jar or something?

    I wonder if Thinaun or a Barghest's Feed ability can counter the Outsiders 'get out of death, free' card?

    Bind them into possessing a mortal, and then cast Imprisonment, Temporal Stasis or Flesh to Stone on the mortal. (Would need some way to make them unable to stop possessing the mortal, although both of these tactics seem like they would work.)

    Establish an order of monks who tattoo themselves with binding sigils and then allow themselves to be possessed by summoned fiends. The magic circle tattoos prevent the fiend from getting out, once it's in, and the remaining monks lock up and care for their possessed brethren, each of which has devoted his life to containing a fiend for as long as his health holds out.
    You could always just combine the spells (ironically both from BoVD) Impototent Possessor (Cant affact possessed body) and I forget the name of the other spell but it prevents the possossee from leaving. So those two spells render the target trapped in a body but unable to do anything with it. Then put the body in Stasis, transport it to your private demi-plane, and you have effectively killed the outsider as it can never escape.

  9. - Top - End - #9
    Barbarian in the Playground
     
    Rixx's Avatar

    Join Date
    Jul 2009
    Gender
    Male

    Default Re: Preventing outsiders from coming back?

    Rip and tear their guts!

    They're huge! That means they have huge guts! Rip and tear!!

  10. - Top - End - #10
    Ettin in the Playground
     
    deuxhero's Avatar

    Join Date
    May 2009
    Location
    Fl

    Default Re: Preventing outsiders from coming back?

    Pretty sure that falls under killing them normally and does nothing.

    For a "normal" creature it would prevent the most basic ressurection magic, but not much else.

  11. - Top - End - #11
    Colossus in the Playground
     
    hamishspence's Avatar

    Join Date
    Feb 2007

    Default Re: Preventing outsiders from coming back?

    According to Fiendish Codex 1 powerful demons slain, even in the abyss, come back- but they usually get demoted.

    I think there is something similar in Fiendish Codex 2.

    That said, even if you are using "cannot come back by themselves" there are still spells like True Resurrection, Wish/Miracle, and Revive Outsider, that work.
    Marut-2 Avatar by Serpentine
    New Marut Avatar by Linkele

  12. - Top - End - #12
    Bugbear in the Playground
     
    Voldecanter's Avatar

    Join Date
    Dec 2008
    Gender
    Female

    Default Re: Preventing outsiders from coming back?

    When in Doubt ....BALEFIRE

  13. - Top - End - #13
    Titan in the Playground
    Join Date
    Feb 2009
    Gender
    Male

    Default Re: Preventing outsiders from coming back?

    Two of the most obtuse and unusable abilities from the Truenaming chapter of ToM can help.

    The 9th level spell Unname can permanently remove a creature from the universe, or as close as you can reasonably come in D&D without getting into a Sphere of Annihilation. You have to know their personal truename (easier said than done) AND successfully make the Truespeak check (if they're high enough CR that you're casting a 9th level spell on them, this is non-trivial, though Moment of Prescience helps). They still get a save and SR, too, so it's really a losing proposition, but it CAN be done.

    Also, the capstone of the Bereft class ("Word of Unmaking," I believe it's called) can similarly make a creature unable to come back, in that it says that nothing other than a Ritual of Renaming AND a True Rez will bring them back. It doesn't specifically mention that it overrides an outsider's ability to reform, but if anything should, it would be this.

    Neither of these are viable options, of course. Both require a huge investment of Truespeak, and you either have to learn the creature's personal truename (to do this, it takes a number of successful checks equal to 1/2 the creature's CR. Each check takes a full week of non-stop research.) or take five levels in a really crappy prestige class (you're seriously better off just being a Truenamer rather than playing a Bereft. This is not a good thing. It's cool and flavorful, but mechanically it's terrible. If the abilities, other than the first one, didn't allow saves, it would be ACCEPTABLE but still underpowered, but as it is... ugh. You have to make a Truespeak check AND spell resistance applies AND they get a save, which is based on a really terrible formula involving an off-stat and your class level, in a 5-level class. Oh, and these aren't Utterances, so you can't Quicken them. Terrible class.) In either case, you have to actually make the Truespeak check, which is easier said than done, since I assume you're fighting a creature with a non-trivial CR. Finally, neither of these comes into play early... you can get the Bereft capstone at ECL 15 at the earliest (The class requires 13 ranks in Truespeak and the relevant ability comes at level 5), and Unname is a 9th level spell (I guess you can buy a scroll of it if you have a truly amazing Magic Mart, but...), so that's not happening any time soon.

    Truenaming sucks and gets no love, but it technically would help you keep someone from coming back if you take some of its weakest and most obscure options. It just won't do it efficiently. I just felt like, since no one else (including WotC) has ever read the Truenaming chapter seriously, I should mention it. I don't ENDORSE these abilities, because they're stupid, but they do exist.
    In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers

    Quote Originally Posted by Doc Roc View Post
    Gentlefolk, learn from Zaq's example, and his suffering. Remember, seven out of eleven players who use truenamer lose their ability to taste ice cream.
    My compiled Iron Chef stuff!

    ~ Gay all day, queer all year ~

  14. - Top - End - #14
    Banned
     
    SwashbucklerGuy

    Join Date
    Nov 2005
    Location
    Flawse Fell, Geordieland

    Default Re: Preventing outsiders from coming back?

    Traditionally you had to kill a creature on its home plane to kill it permanently. Otherwise they could just do the old "I'll be back, and then you'll pay!" when ganked. This went for PCs as well as extra-planar creatures.

    The reason for this? Gate was a 9th level spell, so most (non-uber) people would be going plane-hopping thanks to astral spell instead. Gate let you walk bodily from one plane to another, as did various (once-upon-a-time rare and dangerous) planar rifts. Die in your own body, and you died for good.

    Astral spell instead created astral bodies for you and your adventuring buddies with which you all went off adventuring in the outer planes while your real bodies tranced out at home. You'd go floating off through the astral having wacky Jack Kirbyesque adventures until you found the right colour pool to enter the outer plane you wanted. Hop through the colour pool and your astral body would draw local planar matter around itself to resolidify you.

    Get killed in astral form, or on an outer plane, and you'd generally ding back to your native body, shaken and wobbly but unkilled. Only certain things (githyanki, astral dreadnoughts, gods) could sever the silver cord connecting your two bodies and kill you for real.

  15. - Top - End - #15
    Ogre in the Playground
    Join Date
    Mar 2009

    Default Re: Preventing outsiders from coming back?

    Fiendish Codex 2, page 16, states Devils are perma-slain if killed on their home plane. This could be extended to all outsiders.

  16. - Top - End - #16

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by Foryn Gilnith View Post
    Fiendish Codex 2, page 16, states Devils are perma-slain if killed on their home plane. This could be extended to all outsiders.
    Except, apparently, Demons.

    Quote Originally Posted by hamishspence View Post
    According to Fiendish Codex 1 powerful demons slain, even in the abyss, come back- but they usually get demoted.
    Last edited by sofawall; 2009-10-18 at 08:23 PM.

  17. - Top - End - #17
    Ogre in the Playground
    Join Date
    Mar 2009

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by Fiendish Codex I, page 9
    If a demon is killed while within the Abyss, it is permanently destroyed—both its body and its essence. For this reason, many demons are relatively more cautious on their home turf than when wreaking havoc on another plane.
    Well, that was easier to find than the section in FC1.

    PS: FC2 page 18 states 99 years as the resurrection time for a devil slain outside the Hells.
    Last edited by Foryn Gilnith; 2009-10-18 at 08:28 PM.

  18. - Top - End - #18
    Troll in the Playground
    Join Date
    Jan 2007

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by Starbuck_II View Post
    In 2E, Neverwinter Nights had a demon lord dude who if killed was just prevented from returning for 1000 years, but they have that special magic I mentioned.
    A regular demon/devil is gone for good.
    I assume you mean Baldur's gate, as NWN wasn't 2E?
    trill in da playground

  19. - Top - End - #19
    Ogre in the Playground
     
    HalfOrcPirate

    Join Date
    Aug 2005
    Location

    Default Re: Preventing outsiders from coming back?

    Cast imprisonment on them.

  20. - Top - End - #20
    Ettin in the Playground
     
    deuxhero's Avatar

    Join Date
    May 2009
    Location
    Fl

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by Slaanesh View Post
    I assume you mean Baldur's gate, as NWN wasn't 2E?
    Doesn't it also apply to Zuggtmoy from Temple of Elemental Evil without some skull smashing first?

    And my confusion on the issue seems warranted
    Last edited by deuxhero; 2009-10-18 at 09:41 PM.

  21. - Top - End - #21
    Troll in the Playground
    Join Date
    Jan 2008
    Gender
    Male

    Default Re: Preventing outsiders from coming back?

    I thought outsiders do not have souls, and when killed dissolve into the infinite energies of the planes from which they formed. thus, by default, they are not resurrectable.
    I do not have a superman complex; for I am God, not Superman!

    the glass is always 100% full. Approximately 50% of its volume is full of dihydrogen monoxide and some dissolved solutes, and approx 50% a mixture of gasses known as "air" which contains roughly (by volume) 78.08% nitrogen, 20.95% oxygen, 0.93% argon, 0.038% carbon dioxide, and trace amounts of other gases.

  22. - Top - End - #22
    Ettin in the Playground
     
    AslanCross's Avatar

    Join Date
    Jul 2007
    Location
    Metro Manila, Philippines
    Gender
    Male

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by taltamir View Post
    I thought outsiders do not have souls, and when killed dissolve into the infinite energies of the planes from which they formed. thus, by default, they are not resurrectable.
    They cannot be resurrected (there is a "Revive outsider" spell in SC, though). However, they do "respawn" on their home plane. Both FC 1 and 2 explicitly mention this.


    Eberron Red Hand of Doom Campaign Journal. NOW COMPLETE!
    Sakuya Izayoi avatar by Mr. Saturn. Caella sig by Neoseph.

    "I dunno, you just gave me the image of a nerd flying slow motion over a coffee table towards another nerd, dual wielding massive books. It was awesome." -- Marriclay

  23. - Top - End - #23
    Bugbear in the Playground
    Join Date
    Aug 2008

    Default Re: Preventing outsiders from coming back?

    Quote Originally Posted by AslanCross View Post
    They cannot be resurrected (there is a "Revive outsider" spell in SC, though). However, they do "respawn" on their home plane. Both FC 1 and 2 explicitly mention this.
    Or ya know just basic True Res works too. Nothing so fancy as non-core needed.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •