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2008-12-03, 11:39 PM (ISO 8601)
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The Invincible Hikikomori Borg Cube(3.5e rules)
Hello, everyone. I saw this on an archived 4chan thread and thought you might get a laugh at the sheer ridiculousness of it. Here is the revised version, with all of the following text taken from the thread.
Let's say we have a mobile stronghold, simply two spaces stacked on top of each other: a fancy bedroom and a fancy bath. It's a 20x20x20-foot cube. It has walls made out of magically treated obdurium, it can fly at 10 miles per hour, and it can plane shift once per day.
The Landlord feat from the Stronghold Builder's Guidebook gives us an allowance to build our stronghold. Four 9th-level characters that all took Landlord can pool together for an allowance of 100,000 gp, four 12th-levels have 400,000 gp, four 15th-levels have 1,000,000 gp, and four 20th-levels have 3,200,000 gp.
A spell turret from the Dungeon Master's Guide II costs "500 gp × caster level × spell level" and "40 XP × caster level × spell level". A spell turret that cycles through lesser orb of acid/electricity/fire/sound at caster level 1st will cost 500 gp and 40 xp. However, they can instead be purchased at their market price for 1000 gp. Luckily, they're considered traps, so they count as part of a stronghold and thus Landlord can be used to buy them. Also, traps have a default BAB of +10, so the spell turrets firing orb of [energy] spells will be relatively accurate considering that they're firing ranged touch attacks.
Spell turrets are Diminutive devices, and 25 Diminutive things can fit in a 5-foot square. A stronghold that's just two spaces stacked on top of each other is a 20x20x20-foot cube. That gives us sixteen 5-foot squares on each side with a potential 400 spell turrets each. Note that spell turrets meld in with the wall while inactive, so you're free to place them on the bottom wall.
A lyre of building makes all of your stronghold within 300 feet totally invincible, but can only be used once per day. Luckily, you can get an at-will version of a 1/day item for 5x the cost, so we can pick up a lyre of building for 65,000 gp.
Bedrooms, fancy = 4,000 gp
Bath, fancy = 2,000 gp
Obdurium exterior and interior walls ×2 spaces = 120,000 gp
Weekly success on a DC 18 Perform check with a lyre of building = -30% construction price
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MUNDANE CONSTRUCTION TOTAL = 88,200 gp
Airtight walls ×2 spaces = 15,000 gp
Magically treated walls ×2 spaces = 24,000 gp
Ethereal solid walls ×2 spaces = 24,000 gp
Transparent walls ×2 spaces = 6,000 gp
Incredible locomotion ×2 spaces = 50,000 gp
Burrowing mobility ×2 spaces = 20,000 gp
Crawling mobility ×2 spaces = 2,000 gp
Flying mobility ×2 spaces = 30,000 gp
Sailing mobility ×2 spaces = 6,000 gp
Submersing mobility ×2 spaces = 7,500 gp
Plane shift 1/day ×2 spaces = 50,000 gp
Chamber of comfort ×2 spaces = 15,000 gp
Chamber of seeing ×2 spaces = 15,000 gp
Forbidding sigils ×2 spaces = 24,400 gp
Hall of hope ×2 spaces = 21,000 gp
Hall of speech ×2 spaces = 8,000 gp
Hole of hiding ×2 spaces = 6,000 gp
Map of tactics, greater = 36,000 gp
Room of reading ×2 spaces = 1,500 gp
Secure chamber ×2 spaces = 120,000 gp
Table of feasting = 43,200 gp
Tornado's eye = 90,000 gp
Veil of obscurity = 25,000 gp
Wondrous whisperer ×10 walls = 30,000 gp
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MAGICAL CONSTRUCTION COST TOTAL = 669,600 gp
At-will lyre of building = 65,000 gp (13,000 gp × 5)
Lesser orb of acid/electricity/fire/sound at caster level 1st spell turret = 1,000 gold pieces OR 500 gold pieces and 40 experience points
Brief rundown of each of the magical components:
• Airtight walls means no liquid or gas can enter the cube, unless you open it up.
• Magically treated obdurium walls have hardness 60, 360 hit points, break DC 80, and climb DC 25.
• Ethereal solid walls make it so that nobody can sneak inside through the Ethereal Plane.
• Transparent walls mean that you can see outside your cube, but people can see inside too (more on that later).
• Burrowing, crawling, flying, sailing, submersing mobility at incredible locomotion means you have all forms of movement available at 10 miles per hour (14.67 feet per second or 88 feet per round).
• Plane shift lets you transport the cube to another plane once per day, albeit appearing 5d% miles from the intended destination.
• Chamber of comfort gives you an infinite supply of fresh air at a cozy 70 degrees Fahreinheit.
• Chamber of seeing negates all invisibility within the cube.
• Forbidding sigils forces a DC 19 Will save against anyone that tries to extradimensionally enter or teleport into the cube. Failure (even once) means they can never teleport in for eternity.
• Hall of hope gives everyone inside the cube a +2 morale bonus on saving throws, attack rolls, skill checks, and weapon damage rolls.
• Hall of speech makes everyone inside understand any language, even from outside the cube.
• Hole of hiding makes the ceiling (of both rooms) act like a rope trick spell.
• Greater map of tactics gives you a map of everything one mile within the cube, and lets you track the status of up to six subjects for 18 hours per day each.
• Room of reading gives everyone inside a permanent read magic spell.
• Secure chamber gives the entire cube a mind blank spell, so no divination spells work on it and nobody's minds can be influenced.
• Table of feasting gives a heroes' feast spell thrice per day.
• Tornado's eye gives you tornado-force winds in a 720-foot radius, 40-foot high cylinder with an 80-foot radius safe zone in the center.
• Veil of obscurity gives you a permanent mirage arcana spell for the cube, meaning you can make it look like WHATEVER YOU WANT from the outside.
• Wondrous whisperer gives each wall a whispering wind spell, meaning they're all speakerphones with a 1-mile range.
2400 Orb of Acid/Electricity/Fire/Sound turrets.
Round 1: 2400d8 acid, no save, no spell resistance
Round 2: 2400d8 electricity, no save, no spell resistance
Round 3: 2400d8 fire, no save, no spell resistance
Round 4: 2400d6 sonic, no save, no spell resistance
Round 5: Rest
Repeat
The problem is, each turret only has a range of 25 feet. You'll be running into range problems, but then again you're goddamn invincible and moving at 14.67 feet per second.
Original thread
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2008-12-03, 11:52 PM (ISO 8601)
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- Jul 2008
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Hm... I'm just trying to think of a way to defeat it, hopefully for a lesser cost than it takes to make.
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2008-12-03, 11:54 PM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Does it have any resistance to antimagic, though?
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2008-12-03, 11:54 PM (ISO 8601)
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- Oct 2005
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- Earth
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
You should see some of the stuff I did with the fortress rules. Unfortunately Atlantis isn't online and the thread with the rest of the stuff is somewhere buried in the archives (actually I think its been deleted because it was in the recruiting section of the PbP forums).
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2008-12-03, 11:56 PM (ISO 8601)
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- Sep 2008
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
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2008-12-03, 11:59 PM (ISO 8601)
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- Dec 2008
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Antimagic spells are blocked by the walls. At best you'd turn off its cannons.
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2008-12-04, 12:21 AM (ISO 8601)
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2008-12-04, 12:25 AM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
I think so, yes.
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2008-12-04, 12:26 AM (ISO 8601)
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- Dec 2006
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2008-12-04, 12:32 AM (ISO 8601)
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- May 2005
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- Appalachian Mountains
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
anything in there protect from disintegrate? moving really fast doesn't have any mechanical effect on AC, which makes it really easy to hit with disintegrate, which has ignores hardness. I think it jsut destroys be volume for objects, instead of by hp. don't have books on me to check.
its not hard to be immune to its damaging effects with spells, either.
as usual, magic wins.Last edited by Skjaldbakka; 2008-12-04 at 12:34 AM.
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-12-04, 12:33 AM (ISO 8601)
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- Jul 2008
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
I think Obdurium is just super-adamantine. It has no magical (or anti-magical) properties that I can think of, beyond being impossibly strong. I could be wrong here, don't have the source material around.
So... we just hit it with an antimagic field and... done. Since Obdurium is so darn strong and this thing is air tight its probably easier to just let whoever is inside suffocate rather than trying to hack them out.
@Tippy: As soon as I read the OP I was wondering what fortresses in Tippyland are like.
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2008-12-04, 12:35 AM (ISO 8601)
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- Sep 2008
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
I see nothing on this page (scroll down to Obdurium) that mentions an anti-magic magic blocking effect specifically
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2008-12-04, 12:35 AM (ISO 8601)
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- May 2005
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- Appalachian Mountains
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
doesn't it still block line of effect? that seems to be the issue
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-12-04, 12:38 AM (ISO 8601)
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- Dec 2008
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2008-12-04, 12:40 AM (ISO 8601)
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2008-12-04, 12:42 AM (ISO 8601)
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- May 2005
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- Appalachian Mountains
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
STOP SHOUTING!
seriously dude, using big letters doesn't reflect well on you.
Obdurium is metal, right? Is there a transmute metal to something else spell?Last edited by Skjaldbakka; 2008-12-04 at 12:47 AM.
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-12-04, 12:43 AM (ISO 8601)
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- Jul 2008
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2008-12-04, 12:43 AM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
http://www.d20srd.org/srd/spells/antimagicField.htm
http://www.d20srd.org/srd/spells/dispelMagic.htm
http://www.d20srd.org/srd/magicOverv...scriptions.htm
The part on area seems to imply to me you can put the area dispel magic point of origin anywhere you wish within the spells range.
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2008-12-04, 12:44 AM (ISO 8601)
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- May 2005
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- Appalachian Mountains
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Oh, in that case, spoilers are your friend.
Spoiler
spoilers are used by typing (spoiler) text you want spoilered (/spoiler)
replace () with []
You can't most spells without line of effect. I doubt the area of an antimagic field extends through a stone wall, much less uber super metal walls.
Especially since that ruling has been used time and again on these forums during arena battles (run by rules-lawyery types)Last edited by Skjaldbakka; 2008-12-04 at 12:46 AM.
Aratos Tell
HP:53/53 AC:19,FlatFooted:16,Touch:13
Active Effects: Speak w/Animals
Spells Prepared: Cure Minor Wounds*4, Flare, Calm Animals, Charm Animal, Cure Light Wounds, Animal Messenger, Flaming Sphere, Lesser Restoration, Hold Animal, Cure Mod. Wounds*2, Speak w/Plants
Megiddo
HP:26/26 PP: 40/40 AC:14,FlatFooted:13,Touch:13
Active Effects:
Spells Prepared: Light*2, Burning Hands*2, Protection f/Evil, Magic Missile, Shocking Grasp, See Invis., Acid Arrow, Scorching Ray*2
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2008-12-04, 12:48 AM (ISO 8601)
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2008-12-04, 12:49 AM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Hmm...that quote does specify inanimate construction. This construction is not only animate, but more mobile than most characters.
A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.
If brevity is the soul of wit, I'm witty like a vampire!
World of Aranth
M&M 3e Character Guide
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2008-12-04, 12:49 AM (ISO 8601)
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- Nov 2006
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- In search of cheese
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Go to another plane and then Gate the crew.
Wait, I'm pretty sure that's the tactic they used in Star Trek...
You could also teleport a larger, similarly-designed cube on top of it, then dimensional lock the whole thing.Belkar's Bad to the Bone.
Dispossible a fetter hein and bemay kine a sinder's tock.
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2008-12-04, 12:54 AM (ISO 8601)
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2008-12-04, 01:06 AM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
A possible interpretation. However, it doesn't allow it to be used on all forms of objects, then preclude animate constructions, nor does it specify constructs. It states that it must be used on an inanimate construction. This fortress is able to move under (if I understand things right from the posts, as I don't have the Stronghold guide) its own power, which makes it pretty clearly animate.
A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.
If brevity is the soul of wit, I'm witty like a vampire!
World of Aranth
M&M 3e Character Guide
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2008-12-04, 01:28 AM (ISO 8601)
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- Sep 2008
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- The great state of denial
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Not to mention, you can animate construct the walls, and permancy it.
Me: I'd get the paladin to help, but we might end up with a kid that believes in fairy tales.
DM: aye, and it's not like she's been saved by a mysterious little girl and a band of real live puppets from a bad man and worse step-sister to go live with the faries in the happy land.
Me: Yeah, a knight in shining armour might just bring her over the edge.
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2008-12-04, 04:35 AM (ISO 8601)
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- Oct 2007
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
One thing though - I don't actually see the point of building it from Obdurium. Since you're making it invulnerable via the Lyre of Building, you may as well make it from cardboard. I guess Obdurium provides some protection if the Lyre is somehow stopped, but by 20th level things like disintegrate make non-invulnerable building materials fairly similar.
As far as antimagic, it blocks antimagic for the same reason hiding under a cardboard box blocks antimagic - no line of effect. Antimagic would stop your turrets though.
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2008-12-04, 04:44 AM (ISO 8601)
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- Nov 2006
Re: The Invincible Hikikomori Borg Cube(3.5e rules)
why not just teleport inside?
the only thing stopping that is a dc 19 will save, and thats really not that hard to make with a small bit of preperation.thnx to Starwoof for the fine avatar
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2008-12-04, 06:01 AM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
Horrible unnatural abomination!
Waste of magic and space!
Through Power Words my will be done,Spoilercast autotwinned disjunction, destroying the turrets
Through Time's currents and Magic's ban,Spoilerengage twin celerity contingency and cast split antimagic ray, affecting the entire castle with anitmagic
melt and shrivel in the morning sun,
I command you now begone!Spoilercast Invoke Magic, cast quickened autotwinned Ghorus Thoth's Metal Melt, melting the entire castle as it now counts as nonmagical
And lest you reincarnate at a later age
when I be not here and the DM senile and dazed,
I dissolve you – ad infinitum!Spoilercast Unname on the builder
-Ghorus Thoth, munchkinhunter.Last edited by Belial_the_Leveler; 2008-12-04 at 06:05 AM.
If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.
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2008-12-04, 12:44 PM (ISO 8601)
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2008-12-04, 08:47 PM (ISO 8601)
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Re: The Invincible Hikikomori Borg Cube(3.5e rules)
I'm not visible. I just shapechanged into a creature with total concealment in all conditions except broad daylight. I am for all intents and purposes invisible except for effects that counter invisibility.
If all you have is a hammer, don't be lazy; be a blacksmith and start making more stuff.