1001 dirty tricks in combat [Archive] - Wizards Community

Post/Author/DateTimePost
Whisper_Swiftblade

11-05-06, 11:26 AM
what are some just plane evil things to do in combat, or useing combat skills to get rid of enimies.

1) how do you get rid of a rival you can't take in a fight? kidnap someone close to him and put explasive runes on the ransom note.
planetouched

11-05-06, 02:25 PM
Dominate them, force them to cast sheild other on a companion, and then coup de grace that companion.
DracoPhoenix

11-05-06, 02:44 PM
Have a mix of salt and pepper in a belt pouch.
(dm intervention on specific effects) Throw a handful at his face, aiming for his eyes. The pepper will hit his nose, the salt his eyes.

Should be good for some sort of distraction for at least a round :D
FreAkOuTRG

11-05-06, 03:10 PM
Have a mix of salt and pepper in a belt pouch.
(dm intervention on specific effects) Throw a handful at his face, aiming for his eyes. The pepper will hit his nose, the salt his eyes.

Should be good for some sort of distraction for at least a round

One of my old rogues had 50 pounds of flour in his Handy Haversack for stuff like that :D
KoboldDragoon

11-05-06, 04:00 PM
what are some just plane evil things to do in combat, or useing combat skills to get rid of enimies.

1) how do you get rid of a rival you can't take in a fight? kidnap someone close to him and put explasive runes on the ransom note.

Why go through all that hassle? Just go to thier favorite bar, order a cheapish bottle of wine and tie the note to it and have a waiter bring the bottle to him/her.

That way as long as you stay about 20 feet back you can attack if they manage to survive the spell.
KoboldDragoon

11-05-06, 04:01 PM
Dominate them, force them to cast sheild other on a companion, and then coup de grace that companion.

Eh, that of course assumes that thier companion is helpless.
KoboldDragoon

11-05-06, 04:05 PM
You could always Gate in a succubus and tell your soon to be dead enemy that you've ordered a bar wench for his use.
frasmage

11-05-06, 06:36 PM
these are all in the spell abuse competition, in my siggy

- cloudkill in an otiluke's resilient sphere
- shrink item on their helmet
- wu jen -> minute size yourself and then gaseous form. Get inhaled by foe. Dismiss gaseous form. Cast giant size (AKA go collossal) = foe goes KABOOM
- overwhelm+power word

etc. etc.
mvincent

11-05-06, 10:36 PM
Put a maximized, empowered Forbiddance on their privy.
planetouched

11-05-06, 11:10 PM
One that my DM killed was going ethral, and ghost striking a tree token into the belly of a larger creature. It should have killed it instantly, but he made it only go partial damage.
Kulthos

11-05-06, 11:18 PM
Hit their area with acid fog, wall of thorns, web, and evard's black tentacles. Use dimensional anchor and walls of force as needed.
mvincent

11-05-06, 11:48 PM
One that my DM killed was going ethral, and ghost striking a tree token into the belly of a larger creature. It should have killed it instantly, but he made it only go partial damage.That is actually fairly generous. The typical precedent for created or expanding items is that they don't do damage unless specifically noted.

In the case of the tree token, it should expand similarly to the enlarge spell being cast on someone in a confined space.

I mean, would you like your character to die by someone placing a token in your rations?
Chaos Theory

11-05-06, 11:55 PM
I mean, would you like your character to die by someone placing a token in your rations?

Only if its an Insect plague token.
Tyraxus

11-06-06, 12:18 AM
I'm playing a Scarlet Corsair with a spiked chain, and here's a neat trick I like. Not necessarily evil, but quite handy as long as you don't roll running 1s.

Feint as a move action due to Improved Feint. Opponant is now flat-footed. Now trip the guy. Due to him being flat-footed, you just have to touch for 10 to initiate and, since he's flat-footed, he may not be able to use his Dex mod to oppose the trip (depending on the DM). With Improved Trip, you get a free attack immediately after the trip as if you hadn't used your attack for the trip attempt (PHB, 96). Therefore, he's still flat footed. So your free attack is also a sneak attack.

Repeat each round until everything is either dead or cowering before your wrath. Your actual mileage may vary, though, depending on your DM.
TheRealOrion

11-06-06, 01:15 AM
Mid-level wizard trick:

Round 1: Web
Round 2: Stinking Cloud
Round 3: Fireball

Substitute Stinking Cloud/Fireball for any other area effect spell that causes damage, and preferably not fire-based, actually, because then you keep the webbing.
Thane26425

11-06-06, 01:31 AM
An old group to take out group of bandits in cabin in the woods in the winter. They crept up on on real quietly. The rogue found a small barrel of lamp oil in shed outside while making sure no one was in there. With the fighter's help, they get it on the roof, where the rogue pours it down the chimney. Startled by the fire bursting out of the fireplace, some run for the door. The first through gets impaled on the spear the fighter was holding, set for charge. The priest, standing beside the door, clobbers the next one. The ones running out the back didn't fare any better (it was a 6 player team).

Another time in the arctic mountains, the groups was being chased. To buy more time, a ranger and the mage stayed behind on ambush at a very narrow cliffside trail. When the enemy arrived, the mage cast grease (from a scroll) on the lead enemy as the ranger shot at them. Several fell off the mountain and thre rest pulled back around a bend. When the spell ended, they charged, only to find that the party had used what was left of its water rations to ice up a patch of the trail. A few more fell and the rest had to backtrack a long way, buying the party severl more hours.
DracoPhoenix

11-06-06, 05:38 AM
An old group to take out group of bandits in cabin in the woods in the winter. They crept up on on real quietly. The rogue found a small barrel of lamp oil in shed outside while making sure no one was in there. With the fighter's help, they get it on the roof, where the rogue pours it down the chimney. Startled by the fire bursting out of the fireplace, some run for the door. The first through gets impaled on the spear the fighter was holding, set for charge. The priest, standing beside the door, clobbers the next one. The ones running out the back didn't fare any better (it was a 6 player team).

A few well placed wizards locks could have made for an interesting lesson in fire safety :)
silvergamgee

11-06-06, 09:29 AM
I'm a fan of using magic jar on one of the three advanced stone giant types and turning on the other two. Force them to waste resources killing each other and then have the party go in.
Chaos Theory

11-06-06, 10:30 AM
Portable hole with a fire elemental in it placed in front of a charging enemy.

drop.
Watch.
Refold.
Repeat as necessary
Thane26425

11-06-06, 11:54 AM
A few well placed wizards locks could have made for an interesting lesson in fire safety :)

Very true. However, the party was after bounties posted on the bandits so burning all of them up was counter productive.
Thane26425

11-06-06, 12:08 PM
Casting an illusion on a broken bridge to make it appear whole is also good for a laugh.

Move Earth to create a pond covered with Hallucinary Terrain right in front of your troops is another good one, particularly if some spikes are added before the hole fills up. Yes, the water reduceds the damage they take, but if the water is about 8 to 10 feet deep and the spikes about 3 feet, movement becomes a challenge (I've never ruled nor been ruled that thespikes cause continuing damage, not enough force applied but they do hinder movement).

A party once had to get someone out of a bandit camp. Charmed one of their scouts and convinced him it would help us so much if he would tell the bandits that a caravan was setting up camp several miles away, making our job easier and fewer of his mates would be killed. Made the rescue much easier.

While playing in Forgotten Realms where they have smokepowder (black powder), a party once use a mine. It was a barrel with the charge inside with some gravel around it. But mostly the barrel was full of animal blood and guts. The mine exploded, wounding a couple of the enemy but covering far more with gore. The DM ruled they were stunned and dazed by the shok of the blast and the gruesome results. It gave us several free rounds to wreak havock.
SageBahamut

11-06-06, 02:24 PM
+1 Valorous heavy lance (large size or just gripped two-handed)
Spirited Charge
Leap Attack
Shock Trooper
and the maneuver from ToB that adds +100 damage to your next one attack.
I added this up to a combo that has a minimum damage over 1000. It's quite tasty.
If you have a generous DM who will let Ride-By Attack count like Spring Attack, throw in Bounding Assault and Rapid Blitz to make this even squishier.

For pure /evil/, there's nothing quite as funny as beating an opponent above your CR by simply pushing the poor bugger out a window.
Except perhaps using the spell Battering Ram to punt a kobold 45 feet, /over/ a ravine (rather than into it).
Saberus

11-06-06, 02:46 PM
I prefer explosive runes, but...

coat a sheet of impermiable material (leather, plastic if modern) w/ Sovereign glue on one side, and slap it over their mouth/nostrils. Try to hold until set. very evil :devil:

Give them a scroll of explosive runes, 7 copies of explosive runes...(they all blow if they read one, right?)

Perform a Precise called shot to the groin, with alchemist arrows or acid arrows.
Chaos Theory

11-06-06, 06:49 PM
That gives me an idea

Enchant Arrows with the wounding property and dip the tips in sovereign glue.
mvincent

11-06-06, 07:03 PM
Enchant Arrows with the wounding property and dip the tips in sovereign glue.Arrows are effectively destroyed (or at the very least loose their magic) when they hit their target. Also, the rules say:
"A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature"

However, some DM's feel that elemental damage doesn't require a hit... so for them a shocking throwing dagger coated in sovereign glue might work.
Whisper_Swiftblade

11-06-06, 07:29 PM
put an explosive rune on every page in a wizards spellbook.
SirCaran

11-06-06, 08:53 PM
soverign glue and feathers anyone?
Sergikins

11-06-06, 09:50 PM
soverign glue and feathers anyone?
the you can pour boiling poitions of cure light wounds down their throat. kind of counter productive, but oh well
Thane26425

11-06-06, 10:19 PM
the you can pour boiling poitions of cure light wounds down their throat. kind of counter productive, but oh well


A Ring of Regeneration works better. Put it on and go to work, stopping short of killing. Take a break and start over.
angryman

11-06-06, 10:22 PM
Sovereign glue is hilarious.

* For an enemy you know you'll have to fight later, (say a PC who hates you) pour glue into his scabbard and sheathe his sword.
* Smear glue on people's lips to gag them effectively.
* For a good set of self-flaying manacles, smear glue on the outside of your masterwork manacles before you put them on someone, and then place the manacles on their bare skin. Effects are up to the DM, but it would rather hurt, I imagine.
SirCaran

11-06-06, 11:19 PM
the you can pour boiling poitions of cure light wounds down their throat. kind of counter productive, but oh well

that gives me an idea.. what if you boil all the water out of the healing potion, whould you get a healing powder? Or instant healing potions...just add Water!
planetouched

11-07-06, 01:41 AM
that gives me an idea.. what if you boil all the water out of the healing potion, whould you get a healing powder? Or instant healing potions...just add Water!


It's pretty much water with a magical healing property.
Carai_al_Caldazar

11-07-06, 07:41 AM
Solid fog with cloudkill
Silverclaw

11-07-06, 08:26 AM
there are lots of nice options involving the grease spell....
especially when high abowe ground-level....:D
Sae Cael Oanar

11-07-06, 09:36 AM
when i know theres an enemy on the other side of a door, i spread caltrops in front of it, pour oil over that and stick lit smokesticks under the crack of the door. then back up and ready an action to toss a torch at the oil when the goons get smoked out.

just the caltrops and a good chance of some of your enemies being hindered is worth it.
SeattleLightning

11-07-06, 09:54 AM
I'm playing a Scarlet Corsair with a spiked chain, and here's a neat trick I like. Not necessarily evil, but quite handy as long as you don't roll running 1s.

Feint as a move action due to Improved Feint. Opponant is now flat-footed. Now trip the guy. Due to him being flat-footed, you just have to touch for 10 to initiate and, since he's flat-footed, he may not be able to use his Dex mod to oppose the trip (depending on the DM). With Improved Trip, you get a free attack immediately after the trip as if you hadn't used your attack for the trip attempt (PHB, 96). Therefore, he's still flat footed. So your free attack is also a sneak attack.

Repeat each round until everything is either dead or cowering before your wrath. Your actual mileage may vary, though, depending on your DM.

Would this work according to the rules?
MagicJuggler

11-07-06, 10:16 AM
I'm a Bard. I cast Silence on a Tanglefoot bag and throw it at the enemy wizard. Now entangled, you can only cast spells with somatic components and even then it requires a good concentration check.
VioletElf

11-07-06, 12:47 PM
I'm a Bard. I cast Silence on a Tanglefoot bag and throw it at the enemy wizard. Now entangled, you can only cast spells with somatic components and even then it requires a good concentration check.
Sneaky :plotting:
Chaos Theory

11-07-06, 01:02 PM
Arrows are effectively destroyed (or at the very least loose their magic) when they hit their target. Also, the rules say:
"A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature"

However, some DM's feel that elemental damage doesn't require a hit... so for them a shocking throwing dagger coated in sovereign glue might work.

mmmm. Maybe. Depends on the edition and game world. And when your familiar with AD&D 1, AD&D2, 3rd and 3.5 sometimes thing get mixed up. If memory serves in AD&D a wounding effect did damage that bled until magically healed so it would work there.
Arien_Drajanuma

11-07-06, 01:05 PM
Would this work according to the rules?

Yes it would
Arien_Drajanuma

11-07-06, 01:07 PM
Here's one I like. Get a couple of flasks of poison (if you can get your hands on any) and pour them into your quiver.

Voila! Poison tipped arrows without previous application, just stick them into the quiver, let them soak for a couple hours and fire away

(not recommended with inhaled poisons... nasty drawbacks)
mvincent

11-07-06, 01:08 PM
Have a charmed troll with a ring of friend-shield locked up in a basement somewhere.
Kimokeo

11-07-06, 01:41 PM
Use Whirling Blade to throw a vicious weapon with several opponents in a line.

C= Caster A,B,C=Opponents

C --> A B C

Hit "A", 2d6 but take 1d6. Hit "B" and 1d6 damage to "A" and self. Hit "C" and 1d6 damage to "A" "B" and self.
60' range - 12 potential opponents in a row.
Meaning "A" could take 2d6 +1d6x11.
Of course, the caster takes 12d6 on all hits.
Better have hpts or resistance available, though.
RodinGates

11-07-06, 03:15 PM
In my campaign we had a Beguiler who loved to use Greater Invisibility with Zone of Silence to pick off enemies.

Although my favorite dirty trick is the Flick of the Wrist Feat on a rogue. Very useful for forcing a sneak attack so long as you keep a lots of sheathed weapons on you.

Of course the best dirty trick is to have a Frenzied Berserker in your party.
planetouched

11-07-06, 03:24 PM
Although my favorite dirty trick is the Flick of the Wrist Feat on a rogue. Very useful for forcing a sneak attack so long as you keep a lots of sheathed weapons on you.


Stack that with an unending bag deadly percicion sheikens, and BAM, instant +9d6 damage. Unfortunatly, that little trick only works once per enemy, not considering the risk that it doent work if others see it.

A good combo, is take improved unarmed, suprise round with that(SA), then win initiative any way you can(another round of SA) then flick of the wrist with either the sherikens, or a dagger(another SA), then make a sleight of hand check opposed to a spot for three rounds, meanwile trying to bluff, third round comes and you get a flat foot attack with the other dagger.

Or you could always just keep those sherikens out with the party fighter helping you flank.
dengarbountyhunter

11-07-06, 07:24 PM
Wow, these are complicated tricks. Here's mine: scatter invinsible rakes on the ground before combat. Enemies walk on them (or, better yet, run) and suffer the effect of one of the oldest tricks without knowing what hit them.

Invisible/poisonous/magical/all of the aforementioned caltrops are nasty too.
Chaos Theory

11-07-06, 07:47 PM
Wow, these are complicated tricks. Here's mine: scatter invinsible rakes on the ground before combat. Enemies walk on them (or, better yet, run) and suffer the effect of one of the oldest tricks without knowing what hit them.

I like it!

I am going to take this one step further and note that the supply of 2 ended dire rakes at home depot just took a hit.
CryoSilver

11-07-06, 07:49 PM
Use a summoned monster to grapple and drag the enemy into a Portable Hole. Fold hole.
Jay_Ibero_911

11-07-06, 09:21 PM
these are all in the spell abuse competition, in my siggy

- cloudkill in an otiluke's resilient sphere
- shrink item on their helmet
- wu jen -> minute size yourself and then gaseous form. Get inhaled by foe. Dismiss gaseous form. Cast giant size (AKA go collossal) = foe goes KABOOM
- overwhelm+power word

etc. etc.

Just a note, the Overwhelm spell would have no interaction with the power words as it does not affect your ACTUAL hit point total. Non-lethal damage is counted up until it equals or exceeds your current hit points, not subracted from your HP total. So you would have, for instance, 200 HP, as well as 200 non-lethal damage.
cog_and_taz

11-08-06, 03:52 AM
otiluke's resilient sphere-->shrink-->shrink again->shrink yet again->guess what?-->splort for all contained within.

another favorite trick of mine(though it's more of a trap) is transmuting a section of stone floor to lava with an accompaniment of permanency. Then, cast a perma major image over it to A: make it look like stone and B: obscure any smell, sound or heat from the lava, nasty!

stab someone with a returning "thrown" weapon, such as a dagger. Walk away from them so that they are in between you and the dagger, which returns to you in a straight line and is embedded in the target. Speak the command word and dodge the gore.


A certain trick I used in an assasination: don't poison the guy's drinks, there are cantrips/orisons against that. Instead, replace it with illusioned acid(in a glass) or better yet, if it is in a flask, alchemist's fire, burns/melts the body too, lovely, eh? Also, since the target puts their mouth to the bottle, it is still a vacuum in there till the fire enters their body. And yes, my DM did approve this.

Use mage hand to toss a prismatic sphere at something, or a wall. Light is weightless, remember? And if it's yours, it won't destroy the mage hand...:evillaugh

a combo of stone shape and disintegrate from the outside of a castle to destroy everything inside (a castle is a precise construction, a couple pillars and...floors missing will simply not do.)


The BBEG is waiting at the top of a tower. Having watched a certain obi-wan kenobi scene, I fly over the roof and, as I feather fall down, make my concentration check to disintegrate the floor below me as I fall. My line as I land behind him? "hello there."

The ultimate anti-undead trick: a potion of daylight.....


in a d20 modern campaign, or rather, one on earth: we're chasing down a vampire in france, and finally catch up.

Me, the wizard, I tap the vampire on the shoulder and, much to the surprise of the vamp and my party, teleport it into a restaraunt. Remember, garlic features very heavily in french cuisine.

Me: It's over batman, now that you've come here, you can't escape.

Vampire: are you kidding me? This is a simple food shop, what's your poi...*waft* "OH MY GOD! THE GARLIC!!!!!!!!!!!"

Yeah, that was fun.



Also, to avoid a gaze attack from a medusa... this is cruel and ineffective, but I(being the classic half-orc barbarian at the time, but with 12 int) grabbed and threw the warforged at it as it turned(a readied action from beforehand, though I only told the DM of it and he didn't quite grasp the implications).

DM: okay, you throw the warforged at the medusa and he turns to st...

Me: you're forgetting something.

DM: yes?

Me: warforged are shiny, I remember you saying that mithral is reflective, correct?

DM: correction, she turns to stone.

Honorable tactics? Not so much...:P
coolpenguin410

11-08-06, 10:55 AM
Stack that with an unending bag deadly percicion sheikens, and BAM, instant +9d6 damage. Unfortunatly, that little trick only works once per enemy, not considering the risk that it doent work if others see it.

A good combo, is take improved unarmed, suprise round with that(SA), then win initiative any way you can(another round of SA) then flick of the wrist with either the sherikens, or a dagger(another SA), then make a sleight of hand check opposed to a spot for three rounds, meanwile trying to bluff, third round comes and you get a flat foot attack with the other dagger.

Or you could always just keep those sherikens out with the party fighter helping you flank.

According to the CWar, there is no 1/encounter limit on Flick of the Wrist. 1/opponent per encounter, yes but no 1/encounter.

This is what I'm going for with my Ninja/Invisible Blade with Quick Draw and Flick of the Wrist

Sneak up on enemy for a surprise round - ranged Sudden Strike
Win Initiative, move up to melee and attack - Sudden Strike (dropping the weapon immediately after)
Next round (assuming enemy is still alive) and 3 iterative attacks:
1 - draw weapon (free action) and attack - Sudden Strike
2 - Feint (free action) and attack - Sudden Strike
3 - Ghost Step (swift action) and attack - Sudden Strike
4 - If enemy is still alive after taking 40d6 damage, run

For added fun, throw in Deft Strike in a round in between to almost guaruntee your first attack.
Gorteck

11-08-06, 11:05 AM
Only problem with most of these things are ... easoly counterd with my basic fighter set up ... No ... but you do still have a chanch but dount count on these soly as i do the same thing with most of my other chars just not as soon as with my fighter ...
pseudoasian

11-09-06, 12:04 AM
I didnt think of this one but i heard it somewhere else

Flesh to stone >Stone to mud >stone to flesh

ewwwwww
planetouched

11-09-06, 12:19 AM
According to the CWar, there is no 1/encounter limit on Flick of the Wrist. 1/opponent per encounter, yes but no 1/encounter.

This is what I'm going for with my Ninja/Invisible Blade with Quick Draw and Flick of the Wrist

Sneak up on enemy for a surprise round - ranged Sudden Strike
Win Initiative, move up to melee and attack - Sudden Strike (dropping the weapon immediately after)
Next round (assuming enemy is still alive) and 3 iterative attacks:
1 - draw weapon (free action) and attack - Sudden Strike
2 - Feint (free action) and attack - Sudden Strike
3 - Ghost Step (swift action) and attack - Sudden Strike
4 - If enemy is still alive after taking 40d6 damage, run

For added fun, throw in Deft Strike in a round in between to almost guaruntee your first attack.


For that first round, i find that deft strike is useless.

Seeing how i attack fro 10d6 with ki blast, a ranged touch attack!
Thane26425

11-09-06, 02:42 AM
Raise a few skeletons. Write an explosive rune or the like on the chest of each one and cover them. When needed, send the skeletons running at the enemy one at a time, you don't want the blast killing your own skeletons.
nilcat

11-09-06, 08:45 AM
A Ring of Regeneration works better. Put it on and go to work, stopping short of killing. Take a break and start over.

That riminds me: The old TSR Elf Handbook had a story about a few wengeful elves that tourtured a dwarf by hacking of limbs and leaving them for his family to find - so far seven arms and fifteen fingers (or somesuch)
Thane26425

11-09-06, 11:43 AM
That riminds me: The old TSR Elf Handbook had a story about a few wengeful elves that tourtured a dwarf by hacking of limbs and leaving them for his family to find - so far seven arms and fifteen fingers (or somesuch)

Oh yeah. I remember that now. The dwarf killed their family or something like that. They would cut off a bit of him and leave it to be found on the aniversary of the murder. Sounds like a pretty clear message not to tick them off again.
Iver Gearsham

11-09-06, 04:08 PM
I play a Militant feisty Gnome. Magic Jar, Death Throws, Tenser's Transformation or Night Stalker's Transformation fight till the body dies Boom!
Great for solo missions, Or drawing the foes to an ambush as you don't care if your caught/surrounded or flat out killed.

Transmute Mud to Rock Build retaining walls along narrow roads/paths with steep embankments and you have an innocent looking trap waiting as long as you need too then Dispell Magic and Avalanche you foes away.

Also Bridges could have strategic points made from TMR-ed mud for quick demolitions in the face of (and under the feet of) advancing armies/hordes.

Glass globes 15 or more filled with 25 lbs. of rock effected by Transmute Rock to Mud Telekinesis Violent Thrust mode smash the globes on your foes for 1d4 or 1d6 damage per hit then pull off a (Imbue Familiar With Spell Like Ability will do it too) Quickened Dispell Magic Area Effect and turn the mud their soaked in into Rock! Entangling them like a Tanglefoot Bag only naturaly stronger.
Necropolitan

11-09-06, 04:19 PM
Caltrops. Shrink Item. Wounding Enhancement.

Then a Halfling Warsling.

Instant 15 con damage, and SLOWED! :D
Iver Gearsham

11-09-06, 04:57 PM
Caltrops. Shrink Item. Wounding Enhancement.

Then a Halfling Warsling.

Instant 15 con damage, and SLOWED! :D
Shrink Item can't shrink anything magical.
xrp3_robot

11-09-06, 08:41 PM
Caltrops. Shrink Item. Wounding Enhancement.

Then a Halfling Warsling.

Instant 15 con damage, and SLOWED! :D

Shrink some caltrops and put them in someone's food and let the spell wear off.:devil:
Spikes01k

11-09-06, 10:16 PM
Be a Rogue, get to their room with as many magical items with as many fire trap spells that you can. Loosly tape/glue invisible string to the top of their room door. Cast Fire trap on each string. Open door-Kaboom.
Necropolitan

11-09-06, 10:37 PM
Shrink Item can't shrink anything magical.

Bah. This is what I get for not playing mages too often.
RobbyPants

11-10-06, 10:57 AM
Combine the Flesh Grinding and Maste Slaying enchantments from the BoVD on a weapon (preferably with some damage increasing mods like Flaming, Shock, etc...). They're okay abilities on their own, but together:

Flesh Grinding - the weapon can be commanded to grind on a successful attack. The weapon stays lodged in the victem, dealing damage each round until the victim can pull it out with a Str check or for five rounds, whichever comes first.
Master Slaying - these weapons are keyed to a scabbard (or something similar). If the weapon is held by someone else, the owner of the scabbard can command the weapon to attack the wielder.
Put them togeter, you stab the guy, make the weapon grind, and grab a new weapon and begin attacking again. The victim will be occupied trying to loose the weapon. Once he does, make him attack himself with it, and start it grinding all over again! :evillaugh

Again, with Flaming, Shock, or other damage increasing mods, the per-round damage will increase too! It's quite a nasty combo!
Spikes01k

11-10-06, 12:31 PM
Get my Druid in the party to make me a ball made out of multiple small bags each with a string pull tie on them and cast Fire Trap on each one. Put those bags inside another lager bag full of catle trops. Throw the bag, get behind a tower shield, and pull tha attached string that pulls all the fire traped strings and sit back and watch the fire works 'n shrapnal.
Spikes01k

11-10-06, 12:35 PM
Combine the Flesh Grinding and Maste Slaying enchantments from the BoVD on a weapon (preferably with some damage increasing mods like Flaming, Shock, etc...). They're okay abilities on their own, but together:

Flesh Grinding - the weapon can be commanded to grind on a successful attack. The weapon stays lodged in the victem, dealing damage each round until the victim can pull it out with a Str check or for five rounds, whichever comes first.
Master Slaying - these weapons are keyed to a scabbard (or something similar). If the weapon is held by someone else, the owner of the scabbard can command the weapon to attack the wielder.
Put them togeter, you stab the guy, make the weapon grind, and grab a new weapon and begin attacking again. The victim will be occupied trying to loose the weapon. Once he does, make him attack himself with it, and start it grinding all over again! :evillaugh

Again, with Flaming, Shock, or other damage increasing mods, the per-round damage will increase too! It's quite a nasty combo!

That is insane! Add this one.
Make the weapon Flaming, Shocking, and Frost. Add 3d6 to your damage so long as the enemy isn't imune to the damage type.
Arien_Drajanuma

11-10-06, 12:37 PM
A really dirty trick I pulled on my DM: We were on an adventure vs vampires of all sorts. They were crushing us until I asked the DM if I could call a shot to a specific part of the body at a -4 penalty. He shrugged and said yes.

"Ok then, I fire an arrow at its heart" roll, apply the -4, HIT.

And the vampire goes down, I say. The DM looks at me, puzzled.

"I just put a wooden stick of wood through its heart, might call it a stake, only thinner"

he couldn't argue with that. We destroyed them SO easily after that
dengarbountyhunter

11-10-06, 10:32 PM
Well, called shots are houserules; vampires are not designed to be killed so easily.
Izlyn

11-11-06, 03:31 AM
Also, to avoid a gaze attack from a medusa... this is cruel and ineffective, but I(being the classic half-orc barbarian at the time, but with 12 int) grabbed and threw the warforged at it as it turned(a readied action from beforehand, though I only told the DM of it and he didn't quite grasp the implications).

DM: okay, you throw the warforged at the medusa and he turns to st...

Me: you're forgetting something.

DM: yes?

Me: warforged are shiny, I remember you saying that mithral is reflective, correct?

DM: correction, she turns to stone.


Your DM made a MAJOR mistake!!! :OMG!

Firstly, looking at the creatures image in a mirror doesnt subject the viewer to a gaze attack.

Secondly, a creature is IMMUNE to its own gaze attack!

DMG p294.
cog_and_taz

11-11-06, 04:36 AM
Ah, forgot to mention that. We use a more... mythological take on medusas, stoned by their own reflection etc.
Izlyn

11-11-06, 04:41 AM
Ah, forgot to mention that. We use a more... mythological take on medusas, stoned by their own reflection etc.

Aha! Welcome to Greece then.... :D :thumbsup:
Raven_Gallows

11-11-06, 11:36 AM
Say You Happen To Be Partaking In A Siege, How About As You Forces Prepare To Lob A Large Rock At The Enemy Via Mangonel, Catapult, Etc- Cast Invisibilty On Said Rock, The Enemy Have No Way Other Then See Invisiblity To See Whats Going To Crush Them, Those Who Can See It Could Always Shout A Warning, Then Why Not Highten The Fun With A Zone Of Silence. :smirk:
RavenDrake

11-11-06, 11:19 PM
My personal favourite was always Flesh to Stone followed by Animate Objects on the new statue.

Alternately there was Flesh to Stone, Soften earth and Stone, 10 minutes with Craft(Pottery) and Stone to Flesh.

"Look, I make him an ashtray."
TaintedSoulBrokenHeart

11-12-06, 12:28 AM
Cast a fireball through a keyhole in a dungeon/castle/temple door...depending on room size...you can completely slag every single creature inside the room...I enjoy this trick.
Shadowmind64

11-12-06, 11:49 PM
portable hole + a few hundred gallons of oil + illusion spell + tindertwig.

i acctually did this with a mage once, the orc that was chasing me broke down a door, charged me and fell into the hole. the last thing he ever saw was me smirking with a tindertwig in my hand. would also work great with the matter agitation power.
Chaos Theory

11-13-06, 12:35 AM
Carry 3 warforged Fighters in a Large Bag of Holding
Trondant

11-13-06, 12:42 PM
for a wizard/sorceror

huddle together with a few melee'ish party members. Be sure they are able to aoo you.

cast balefull transposition on your opponent (presuming they are not near any strong melee types et cetera. your still an arcane caster), then start spamming Bigby's slapping hand. Aoo's a-plenty.

I'm gonna be using this trick a lot with my lvl 10 wizard in an oncoming campaign, using a wand of the slapping hand.
Razahd

11-13-06, 01:11 PM
A creature with damage reduction can always litter the area around them with caltrop.
According to the SRD, "The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded."
Thus, a creature that is effectively not wounded by the caltrop would also not be slowed.
I had a war troll challenge the pcs with his surrounding terrain COVERED with them. He was between them and where they HAD to go.
The fight was both challenging and interesting.
Lycanthropes, some outsiders, and a wizard commanding a golem could all make use of this trick
-Cheers
seaweed_smokeweed

11-13-06, 02:58 PM
My players were all playing pirates and they had bounties placed upon their heads. Well, one night at a tavern they noticed a guy watching them from a corner. After charming a local, they found out he was a bounty hunter. As was bound to happen, just before they could leave he tried to stop them. As the fighter types started to draw their weapons, the party's wizard did something amazing. He cast suggestion: "relieve yourself, you drank alot while watching us". It didn't save the party from taking a couple hits, but it gave the people at the tavern a laugh and saved us from a night of "hack, slash, repeat".
RobbyPants

11-14-06, 09:00 AM
I had a war troll challenge the pcs with his surrounding terrain COVERED with them. He was between them and where they HAD to go.
Did any of the players think to cast Gust of Wind? Actually, I'm curious how well that would work against an opponent (without DR). Just set some caltrops out in front of you and cast the spell facing them... but they may be too light to actually stick...
Chaos Theory

11-15-06, 06:08 PM
My players were all playing pirates and they had bounties placed upon their heads. Well, one night at a tavern they noticed a guy watching them from a corner. After charming a local, they found out he was a bounty hunter. As was bound to happen, just before they could leave he tried to stop them. As the fighter types started to draw their weapons, the party's wizard did something amazing. He cast suggestion: "relieve yourself, you drank alot while watching us". It didn't save the party from taking a couple hits, but it gave the people at the tavern a laugh and saved us from a night of "hack, slash, repeat".

That is a good one, I have seen similar use of a command spell
MagicJuggler

11-15-06, 10:24 PM
For the raw morale bonus, casting Sculpt Sound so whenever you walk you give off the Imperial March music...
DracoPhoenix

11-21-06, 11:21 AM
necklace of stranglation and a pebble enchanted with silence = garot of silent death :)

Though getting a modified necklace to release on command might cost a bit.
Iver Gearsham

11-21-06, 12:21 PM
necklace of stranglation and a pebble enchanted with silence = garot of silent death :)

Though getting a modified necklace to release on command might cost a bit.
Cast Sympathy on it and the foe will put it on themselves :D.
Cover the bead and command it.
Dheran

11-21-06, 01:36 PM
Did any of the players think to cast Gust of Wind? Actually, I'm curious how well that would work against an opponent (without DR). Just set some caltrops out in front of you and cast the spell facing them... but they may be too light to actually stick... I'm not sure I understand what you're trying to accomplish here; the "too light to actually stick" part is confusing me. If you're trying to blow caltrops around it's not going to work. They're made out of iron and have three sharp spikes sticking into the ground. Iron caltrops are also pretty heavy. I tried some experiments to figure out how many iron caltrops would be in a "2 lb. bag" and they came in at about 5 ounces each (only 6 or 7 caltrops per bag). A 50 MPH blow isn't going to move any caltrops.

Alternatively if you're trying to blow the creatures into the caltrops, that won't work unless you move to the other side of these creatures, and they're tiny or smaller. The Gust of Wind originates at you and blows away from you.
frasmage

11-21-06, 02:04 PM
Ah, forgot to mention that. We use a more... mythological take on medusas, stoned by their own reflection etc.

well, we all know medusas are stoners :D

My personal favourite was always Flesh to Stone followed by Animate Objects on the new statue.

Alternately there was Flesh to Stone, Soften earth and Stone, 10 minutes with Craft(Pottery) and Stone to Flesh.

"Look, I make him an ashtray."

Once again, you cannot cast any of the shape/mold/change stone spells on magical or worked stone - of which a petrified creature counts as both
Dheran

11-21-06, 02:06 PM
Feint as a move action due to Improved Feint. Opponant is now flat-footed. Now trip the guy. ... With Improved Trip, you get a free attack immediately after the trip as if you hadn't used your attack for the trip attempt (PHB, 96). Therefore, he's still flat footed. ...
SeattleLightning asked the question, and I'll answer it. This won't work. (For one thing, feinting denies an opponent their DEX bonus to AC; it doesn't make them flat-footed.) The "as if you hadn't used your attack for the trip attempt" just means that you're using the same BAB for that subsequent attack. It doesn't mean that it resets all conditions to the same state as before; if that were the case, the opponent also wouldn't be prone. There's a FAQ entry that addresses this topic:
Suppose a character with the Improved Trip feat uses the Bluff skill to successfully feint in combat and uses his next melee attack to trip the duped opponent. It seems clear that the character ignores that opponent’s Dexterity bonus to Armor Class for the touch attack to initiate the trip. Assuming that the trip attempt is successful, Improved Trip provides an additional attack as if the character hadn’t used her attack for the trip attempt. Does this mean that the character continues to ignore the tripped opponent’s Dexterity bonus to Armor Class for the additional attack granted by Improved Trip feat? How do other “next attack only” effects (like the true strike spell) work with the Improved Trip feat?

In each case, the initial attack in trip attempt is the “next attack,” not the extra attack that you get from the Improved Trip feat. That is, if you’ve made a successful feint, your foe is denied any Dexterity bonus to Armor Class when you make the initial melee touch attack to start your trip attempt, but not when you attack him after a successful trip. Likewise, if you use the true strike spell, the +20 attack bonus applies to the touch attack, not to the free attack.

The Improved Trip feat description says that you get an extra attack after a successful trip attempt “as though you hadn’t used your attack for the trip attempt.” That, however, is just a shorthand way of explaining what part of your normal attack routine you use for the extra attack; it’s not meant to imply that you enter some kind of strange time warp when you make trip attacks.
Thalspar

11-21-06, 02:49 PM
Sovereign glue is hilarious.

* For a good set of self-flaying manacles, smear glue on the outside of your masterwork manacles before you put them on someone, and then place the manacles on their bare skin. Effects are up to the DM, but it would rather hurt, I imagine.

how perfectly evil:D . i got to try that:D
Snicker

11-21-06, 02:51 PM
Ah, forgot to mention that. We use a more... mythological take on medusas, stoned by their own reflection etc.

Uhh, Medusa in mythology wasn't stoned by her reflection, if I remember. Perseus just used the (distorted) reflection of her to track her movements without looking directly at her, and slashed her to death the old fashioned way.
Tyraxus

11-21-06, 03:29 PM
Aww. I like that trick, but I guess it's another case of "too good to be true probably is."
Whisper_Swiftblade

11-21-06, 03:42 PM
Uhh, Medusa in mythology wasn't stoned by her reflection, if I remember. Perseus just used the (distorted) reflection of her to track her movements without looking directly at her, and slashed her to death the old fashioned way.

yep, but the her turning to stone thing is the popular missconseption.
Subedei

11-21-06, 04:53 PM
If she was turned to stone, how could her head be used to betrify other characters in the story later? How could he have cut her head off in the first place?
Whisper_Swiftblade

11-21-06, 05:01 PM
If she was turned to stone, how could her head be used to betrify other characters in the story later? How could he have cut her head off in the first place?


no one said it made sence, only that her turning to stone was the more well known (and wrong) vertion of the story.
forrestfire15

11-21-06, 07:57 PM
a favorite of mine:

riverine decanter of endless water in small riverine cube...let sit till the pressure gets to fusion, dispell magic on cube while becoming ethereal...big crater

dicanter of endless water...very useful item:)
LostPassWordDoesNotWork

11-21-06, 09:27 PM
Vs leap/combat bute valorous charge abuser: (quickened) backbiter.
Weapon auto hits the welder and deals normal full damage. Somone posted something about dealing, 1000 damage with a weapon. Do they have 1,001 hp to try again?

Vs chain abuser: Summon a Kyton or Monstrous Spiders (8 legs).

Vs sneak attack lover; Summon undead.

Other cheap things include soild fog and fireball or the much suggested cloudkill. achers can pick off creatures as they come out.

Fell Drain Magic Missle, up to 5 targets just gained a negative level. For a 3rd level spell slot. Later you can twin/repeat this, its a never fail (other than sr)

Magebane Barbed chain (think spiked chain, only 2d6) + mageslayer + IM-Trip.
Get close and they die. Why? They cannot defensivly cast so casting means you get a free trip in, which you will probaly win, so you get a normal attack in too. Since you threaten a 10 foot area, they cannot use a 5 foot step to escape, forcing them to use a move action which provokes a AOO. Magebane just adds 2d6 to damage, without that enchantment you can do this combo at level 1. (human, exo-pro(chain), IM-Trip) :evillaugh

Anything psionic. Lets face it, simply playing a Psionic charecter is a cheap way to win. :plotting:

Violated Harm, kills the big-t. Yeah, it's kinda like that. . . :devil:

Play a Cleric, use Devine Metamagic(persist metamagic)

Play a Cleric and use a Tome of Ancient Lore. :ton:

Play a Cleric. (thats enough) :surrender

Be a Artificer with a party willing to wait a week or two in a town while you make uber as hell items. Then proferm a "charge dump" on your DM's epic bbeg and kill it as a free action. :nonono:

If modern.
Point blank(eveyone sould have), 18 dex(eveyone sould have, rest of the abilties are useless), nab double tap asap. 3d8 damage, 60ft range, per attack, per gun. How do people level up in modern? :banghead:


Oh you wanted interesting/new ideas? Not the same recycled stuff you see in evey game?

Portable reseting paralizing poison dart trap. Once they fail their fort save set it near them and walk away... (pfft *stab* "ow", pfft *stab* "ow", pfft *stab* "ow", pfft *stab* "ow", pfft *stab* "ow", and so on)

Garrote. ...Locking. :twitch:

Hold Person + bag of holding. Then teleport to some super powerful demonic thing of death. Drop the bag and teleport again.

Make a note that says:
Hi
H = Symbol of Pain, I = Empowered Maximized Fell Drain Fell Weaken Explosive Runes, possibly Violated/Energy Subbed as well. (use arcane thesis to make it use only a 7th level spell slot, or less if your DM is a munchkin.)
Iver Gearsham

11-22-06, 12:24 AM
Complete Mage Smoky Confinement 6th lvl Transdimensional Spell Feat Ghostform, Greater Bestow Curse. This lets you get close to big nasty creatures like T Rex, Hill Giants, put them in permanent storage and when you need a big dangerous distraction you can literally throw out monsters in the bbeg's lair that can go everywhere they want for as long as they live (no time limit or spell range boundaries as Summon spells).

If you have Heighten spell and Feat you can make it a ninth lvl spell and totally Tank liches into a bottle as they are not destroyed they don't come back in 1d10 days and you can take time to find their phylacteries.
forrestfire15

11-23-06, 01:24 PM
two words: PLANE SHIFT


send to negative energy plane:plotting:
Rotfl_and_Lol

11-23-06, 02:57 PM
two words: PLANE SHIFT


send to negative energy plane:plotting:

Wont work (until they are willing/uncon).

Use Explosive Spell metamagic (C. Mage) to push your enemies at traps prepared before, like tele circle to something really nasty. You can prepare circle as a trap, but thread name is "1001 dirty tricks in combat", not "1001 traps".
Norak_Axkin

11-23-06, 04:58 PM
Ive seen alot of mentions of explosive runes in this thread and I want to point out that its not that powerful. Its only 6d6 damage and by 5th level (when you can cast it) most party members would easily survive.
forrestfire15

11-23-06, 10:07 PM
Wont work (until they are willing/uncon).

:confused:
take a closer look at the spell

the spell says:
range: touch, or up to 8 willing targets
will negates

neither of these require the subject to be willing or unconcous
DoomGuppy

11-23-06, 10:30 PM
I don't know if any one has done this trick but purchase or make a bag of sneezing and choking which is a cursed item. Now mage hand that sucker to the target or targets. They make easy saves yes but blam no matter what your are left sneezing and choking end of story for so many rounds that they are essentially helpless to the most one sided beatings of their life. This trick is fairly expensive but should work on anything yes anything by the wording even if it makes its save it is still gunna spend so much time choking yay for a deity or what not what have you rendered prone and such for you to try and kill him.
Iver Gearsham

11-24-06, 03:53 AM
Ive seen alot of mentions of explosive runes in this thread and I want to point out that its not that powerful. Its only 6d6 damage and by 5th level (when you can cast it) most party members would easily survive.
One rune yes 50 runes No.
Stack of runes Stuck together with Stick from SpC Launch Item SpC the stack hits and scatters cast Area effect Dispell Magic at minimum caster level and you get multiple Booms without them reading anything as the Runes explode If you Fail to Dispell them!
DracoPhoenix

11-24-06, 08:51 AM
Not so cheap trick:

permanent Symbol : Pain on the front of a helmets flip down visor. (works best on the sort where the visor retracts into the helmet.)

At the start of combat "I make a move action to lower my visor" :)
Gorteck

11-24-06, 09:13 AM
I think this is simi False advertisement (But i could be proven incorrect) But the first statment says what are some tricks to take care of a guy you COULDNT Take on in combat ... So half of the things i read are noninvoid but are dirty tricks and the name douse say dirty tricks in combat ... But i rather see dirty tricks that dosnt invovle a roll of Dice (Like ini) So the whole potable hole with fireelementol in it drop in frount of a chargeing nme seems to be a dirty Trick in Combat ... and only effective agest ppl who CHARGE at you (And you have to declare which 5ft sq you put it on and cant he just move around it seeing that you drop something there?) This is just one example of Dirty tricks in combat ... but that could be easyoly avoided ... I like to see some dirty tricks that is effective agest more then a few differnt type of combatents ..


Allso for the record of all thouse ppl who hate ppl who cant spell correctly ... i like to point out that most scietist docters ... ppl with PHD's cant spell :rolleyes:
Gorteck

11-24-06, 09:19 AM
:confused:
take a closer look at the spell

the spell says:
range: touch, or up to 8 willing targets
will negates

neither of these require the subject to be willing or unconcous

or up to 8 willing targets ... you can have a arguement that that line means Willing targets ... besides a spell caster going in melee with a guy and casting a touch spell ... you need to have some other spells/items/things protecting you from the guy just beating your face ... that or you just ignor the spell in one of many ways (Most of which require magic but i find a good person will allways have one of these things in handy just in case a dirty trick was to happin) but yes i can see ur point and would agree with you that it CAN work but it probly wount work with the players ive seen ...
Gorteck

11-24-06, 09:43 AM
That is insane! Add this one.
Make the weapon Flaming, Shocking, and Frost. Add 3d6 to your damage so long as the enemy isn't imune to the damage type.

Err ... you can do better then that ^^ but i had to say something just to the fact that i remeberd the first chat i was in that was discussing if thouse things where any good and most ppl stated they suck for weapons ... now all of a sudden i relize ppl just seem to ***** and argue on things and most of the time are just not thinking lol as ppl look at the arguements see how dumb the ppl are and ignore it and move on (Not even talking considering it was just ya to dumb) lol but for the record most of the things (Save a few) on this i find my party and i could easyly over come ...
Gorteck

11-24-06, 09:52 AM
Would this work according to the rules?

To a point ... but it can be easyoly qounterd with other things *Sigh* eveyone but a few ppl are nameing things that could be counterd ... sue my spelling name me 15 PHD ppl who have the best spelling you have seen ... PHD not Masters :P
Norak_Axkin

11-24-06, 01:03 PM
:confused:
take a closer look at the spell

the spell says:
range: touch, or up to 8 willing targets
will negates

neither of these require the subject to be willing or unconcous

i ment the spell, explosive runes

also gorteck, i see what you meen with multipul runes but most wizards cant cast 50 spells a day
Iver Gearsham

11-25-06, 06:02 AM
i ment the spell, explosive runes

also gorteck, i see what you meen with multipul runes but most wizards cant cast 50 spells a day

You don't need to cast them all in one day the Duration on the Explosive Runes is Permanent until discharged, Stick is Instant so lasts till broken.
So you can cast one or two a day on down time till you have as many as your willing to stock.

Plan ahead Get a Head, that of your enemy.

Smoking Bottle, Blind Fold of True Darkness, and a Iridescent Spindle Ioun stone.
Works best with a Rogue Warforged who can skip the Ioun stone.
This combo lets you move around the combat zone in a huge cloud of smoke hiding at will (concealment) and sneak attacking as your Blindfold gives you Blindsight 60 ft. as foes fight you they have to make Fort saves every round DC 11 that increase by one for every round in the smoke Failing means they cough and choke IRC doing 2d6 subdual damage and can only take partial actions.
Norak_Axkin

11-25-06, 09:32 AM
You don't need to cast them all in one day the Duration on the Explosive Runes is Permanent until discharged, Stick is Instant so lasts till broken.
So you can cast one or two a day on down time till you have as many as your willing to stock.

Plan ahead Get a Head, that of your enemy.

Smoking Bottle, Blind Fold of True Darkness, and a Iridescent Spindle Ioun stone.
Works best with a Rogue Warforged who can skip the Ioun stone.
This combo lets you move around the combat zone in a huge cloud of smoke hiding at will (concealment) and sneak attacking as your Blindfold gives you Blindsight 60 ft. as foes fight you they have to make Fort saves every round DC 11 that increase by one for every round in the smoke Failing means they cough and choke IRC doing 2d6 subdual damage and can only take partial actions.

i want to point out that you have to read the rune to actavate it so putting 50 runes on one page woud be a waste of 49 spells because once you read one it would incinerate the paper they're on
Ryusage

11-25-06, 10:19 AM
My buddy convinced the DM to let him make a Bag of Endless Caltrops.:D :D :D
We were prisoners on a ship and he hung the bag upside down all night. Needless to say by the next morning we had sunk (we were all warforged so we dont worry about breathing).
The_Shaman

11-25-06, 10:26 AM
:confused:
take a closer look at the spell

the spell says:
range: touch, or up to 8 willing targets
will negates

neither of these require the subject to be willing or unconcous

Remember, if it's a touch, you have several other options.
- send the familiar for a toucher. If they don't have a reason to suspect anything, a normal raven won't look too suspicious. Now, if they want to pet it... (works best on cute familiars). Can also work if you have spells to reduce their size to diminutive or small (reduce person, which works due to the share spells feature - "A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type" - SRD), which can make them near invisible. Diminutive = + 12 to hide. A diminutive rat familiar has a hide bonus of something like +20.
- become an archmage. Touch spells become ranged touch spells with a range of 30 or 60 feet. End of problem
- get yourself some spell storing ammunition and a halfway decent weapon, of mastery (gets your BAB to 3/4) if you can afford it.
Iver Gearsham

11-25-06, 03:10 PM
i want to point out that you have to read the rune to actavate it so putting 50 runes on one page woud be a waste of 49 spells because once you read one it would incinerate the paper they're onThat's One way the others are attempting to Dispell or Erase the Runes and failing.

From the SRD
Explosive Runes
Abjuration [Force]
Level: Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: One touched object weighing no more than 10 lb. Duration: Permanent until discharged (D) Saving Throw: See text Spell Resistance: Yes
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.


Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.
TaintedSoulBrokenHeart

11-25-06, 04:10 PM
Seduce the BBEG's lady/man friend...then hold her/him hostage for a change...if he refuses to bend to your will...you may get a useful ally against the BBEG....and can then use her/his intimate knowledge of the BBEG's weakness.

Ready a daylight spell...or have your ally ready one...then draw from the deck of manythings in your enemies lair...if you are lucky you get a benefical card...or...a dread wraith. Now...her is the fun...the daylight spell will make the dreadwraith powerless against you...and what happens is evil minions attack the wraiths? More wraiths....just keep casting daylight...and use a planeshift/teleport when the fun is done. If you are lucky you may end up with a lair of hundreds of wraiths...ewww...and if you are not...you die...on the up shot...you could potentially come back and clear out the wraiths...man...that one is involved.
Blank_the_Bard

11-26-06, 01:52 AM
a favorite of mine:

riverine decanter of endless water in small riverine cube...let sit till the pressure gets to fusion, dispell magic on cube while becoming ethereal...big crater

dicanter of endless water...very useful item:)


Now, I don't have a degree in physics, but I was under the impression that you can't pressurize a liquid to that degree. Even if you can, in order to pressurize the water, the force of the water coming out of the decanter would have to keep increasing in order to continue pressurizing the liquid.

What can I say, it just seems like quite a stretch to me.
Dheran

11-26-06, 03:27 AM
riverine decanter of endless water in small riverine cube...let sit till the pressure gets to fusion I don't know what the "riverine" version is, but this idea doesn't work. The pressure of the DMG Decanter of Endless Water is fixed; it's precisely enough to do 1d4 points of damage in 6 seconds. The force of the geyser deals 1d4 points of damage but can only affect one target per round. It doesn't matter how long you trap the geyser; the pressure isn't going to rise.
Tyrf_Halden

11-26-06, 10:00 PM
Dunno if this was said already, but for the Wizard in your party get him to do this in an encounter:
Displacement (50%)
Blur (50%)
Mirrior Image (1/8)

He will end up with a hit chance of 3.75% or lower.
Imagine how frustating that would be trying to attack the wizard and not being able to hit, although it would just take a True Sight spel to see through that.....
Kitaki

11-27-06, 08:21 AM
My buddy convinced the DM to let him make a Bag of Endless Caltrops.:D :D :D
We were prisoners on a ship and he hung the bag upside down all night. Needless to say by the next morning we had sunk (we were all warforged so we dont worry about breathing).


I've done something similar with the Bottle of Endless Sand or whatever it is called, from the Sandstorm book. Only we were on a specific side of the boat, and all that sand building up on one side caused it to flip upside down.
forrestfire15

11-28-06, 06:18 PM
I don't know what the "riverine" version is, but this idea doesn't work. The pressure of the DMG Decanter of Endless Water is fixed; it's precisely enough to do 1d4 points of damage in 6 seconds. It doesn't matter how long you trap the geyser; the pressure isn't going to rise.

fair enough, i have no aurgument for you.

but at 30 gallons per round, thats a heckofalot of weight:
1 minute= 10 rounds
1 hour= 60 minutes
1 day= 24 hours
1 gallon of water= 8.33 pounds
do the math
8.33x10x60x24x30=119952

thats 119,952 pounds of water in the sphere.

(#). cast water to acid on said sphere, which is 3in. in diameter, and made of riverine, which does not expand...
...so at 30 gallons/round...432,000 gallons/day...
...thats 432,000 gallons of acid per 24 hours of the decanter spraying in the sphere:plotting::evillaugh
Iver Gearsham

11-28-06, 10:40 PM
Decanter of Endless Water are mini gates to the plane of water when you block it the pressure should just back up equalize and stop increasing.
Dheran

11-29-06, 08:43 AM
but at 30 gallons per round, thats a heckofalot of weight:
1 minute= 10 rounds
1 hour= 60 minutes
1 day= 24 hours
1 gallon of water= 8.33 pounds
do the math
8.33x10x60x24x30=119952

thats 119,952 pounds of water in the sphere. Except the water only flows until the sphere is full, and reaches the pressure needed to do 1d4 points of damage in 6 seconds. That's less than 1 atmosphere, which compresses liquid water negligibly. So you fill the sphere, pressurize it for a fraction of a second, and reach equilibrium. The stream stops flowing until the back pressure is removed.

Remember, it's a Decanter of Endless Water, not a Decanter of Endless Pressure.
forrestfire15

11-30-06, 01:38 PM
fine. ok. you win.
Nathreet

11-30-06, 08:39 PM
Sigh, I read this whole thread and found only 2 useful tricks. Most broke the rules, others were too situation specific, others just didn't hurt very much.


I'm a Bard. I cast Silence on a Tanglefoot bag and throw it at the enemy wizard. Now entangled, you can only cast spells with somatic components and even then it requires a good concentration check.


Have a charmed troll with a ring of friend-shield locked up in a basement somewhere.
This one seems to be difficult to pull off as written, but I bet there are various ways you could do it depending on your situation.

Also the stone to mud, fill jar, telekenesis into opponent, dispel was good. But 4 rounds seems like a bit of effort. And I neglected to copy it.
Iver Gearsham

11-30-06, 09:17 PM
Sigh, I read this whole thread and found only 2 useful tricks. Most broke the rules, others were too situation specific, others just didn't hurt very much.




This one seems to be difficult to pull off as written, but I bet there are various ways you could do it depending on your situation.

Also the stone to mud, fill jar, telekenesis into opponent, dispel was good. But 4 rounds seems like a bit of effort. And I neglected to copy it.
It takes One round in combat if you prepared the globes in advance. Sealed in glass the mud will last a very long time months to years.
Dheran

12-01-06, 10:07 PM
OK, here's an item/spell combo that's kinda nasty. It relies on our old friend Explosive Runes and a paper package filled with Dust of Sneezing and Choking. This is a cursed item.This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds. You get the normal damage from Explosive Runes, plus it's guaranteed to blow up the paper package and disperse the Dust. All those within 20' (which at least the reader of the Explosive Runes is guaranted to be) -- even with good saves -- are going to be stunned for a long time. Just wait somewhere close enough to hear the explosion and pelt them with multiple full round attacks of missiles to finish them off.
Carai_al_Caldazar

12-03-06, 05:32 AM
Dunno if this was said already, but for the Wizard in your party get him to do this in an encounter:
Displacement (50%)
Blur (50%)
Mirrior Image (1/8)

He will end up with a hit chance of 3.75% or lower.
Imagine how frustating that would be trying to attack the wizard and not being able to hit, although it would just take a True Sight spel to see through that.....

Well.. not entirely...
First of all... Blur gives a 20% misschance, not 50%.
Second... Blur and Displacement don't stack, they are the same kind of bonus. Displacement is a better form of Blur.
Third... The AC of one of the Mirror Image is the touch armourclass of the person using it (10+dex+insight+dodge+deflection+luck), not the regular AC!!

but indeed... Mirror image and displacement is a nice combination...
Valas_Claddana

12-07-06, 03:45 AM
Here's one that really ****** off my DM

7th levl rogue, max emphasis on disguise and a hat of disguise, improved unarmed strike. some random kid walks up and kicks the NPC in the nuts and runs around a corner (shedding disguise). the local blacksmith handing back a previoulsy broken sword, and kick in the nuts. The point? never leave the house again for fear of the family jewels.
unarmed stike and sneak attack kept the entire party laughing every session.
Magetastic

12-07-06, 09:28 AM
Hey forestfire i solved your problem no need for a decanter just use dust of dryness lots of it fill an adamantite sphere with the beads and one explosive rune cast dispell exploding the rune breaking the beads need i tell you what happens when hundreads of gallons apear stuck in a place to small to hold it.:D
forrestfire15

12-09-06, 01:09 PM
:clap:

that works. thanks alot:)


by the way...im not using an adamantine sphere, i would need a lot of adamantine...but with riverine, i only need paper thin walls.
Spikes01k

12-09-06, 03:35 PM
Get my Druid in the party to make me a ball made out of multiple small bags each with a string pull tie on them and cast Fire Trap on each one. Put those bags inside another lager bag full of catle trops. Throw the bag, get behind a tower shield, and pull tha attached string that pulls all the fire traped strings and sit back and watch the fire works 'n shrapnal.

Question please, does this work or not?
thehivemind5

12-09-06, 04:30 PM
Actually, about the decanter thing, you could argue it two ways. One is that you take the pressure to be constant (as per the arguments above). The other is that you take the given rate of water to be the constant (i.e. the damage listed is a product of the pressure required for the given rate under normal circumstances). If the rate of water is a constant, then the pressure of the decanter increases as the pressure in the sphere increases, eventually causing either fusion or a black hole, not sure on the physics there.

Just my 2cp
JiCi

12-09-06, 04:36 PM
cast Enlarge Person on a hybrid werebear human. Being a large humanoid (shapechanger), it grows to Huge.

One of my players did this to a friendly NPC in a fight.
Dheran

12-09-06, 06:15 PM
Actually, about the decanter thing, you could argue it two ways. One is that you take the pressure to be constant (as per the arguments above). The other is that you take the given rate of water to be the constant (i.e. the damage listed is a product of the pressure required for the given rate under normal circumstances).
How about the third way: the amount of magic is constant, and that produces at most the listed flow rate, and also at most the listed damage possible (pressure). Adding back pressure will reduce or stop the flow. Reducing the aperture will also reduce the flow. There's only so much magical oomph in the device, and restricting what it can do will always give you less water.
Caerwyn

12-09-06, 07:38 PM
If you are a high level druid, and you are assassinating somebody or in a seige, you can spend several days making hollyberry bombs all keyed to the same word. you say the word. . . .boom! :D
Black_Puffin

12-11-06, 05:31 PM
The decanter trick was discussed on another thread, pressure doesn't build. If I find the thread I'll post a link.

I support the dust of dryness idea in it's stead.
planetouched

12-11-06, 07:42 PM
The decanter trick was discussed on another thread, pressure doesn't build. If I find the thread I'll post a link.

I support the dust of dryness idea in it's stead.

Why doesn't pressure build? And if that's a problem, I'm sure a seperate chamber could do the trick.
robertliguori

12-11-06, 07:56 PM
Huh. Would anyone like to run the numbers on the pneumatic force generatable by Shrunk fluid rapidly expanding?
obsidianrose

12-11-06, 09:18 PM
Coat bolts in soverign glue. Then, either shoot them, or, if your DM allows, shoot their crossbow mechanism. Or some poor mage's hand

Force-feed a potion of fireball to a snake, then chuck the snake at the enemy. The bottle breaks and it's technically drunk. Effectively a grenade.
clannagh

12-12-06, 01:42 AM
Would this work according to the rules?

In fact you could probably also 5' step as well .. feint is a move action not an actual move.
Iver Gearsham

12-12-06, 02:42 AM
Originally Posted by SeattleLightning
Would this work according to the rules?

clannagh In fact you could probably also 5' step as well .. feint is a move action not an actual move.Only if you took the feat Improved Feint then it realy is a Move action instead of a Standard action. If you take a move action then you get no 5 ft. step.
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On topic Take a 2 ft. square 4 inch thick metal plate coat it in a glue simular to Tanglefoot bag goo then Shrink Item it down then slap it on with a covering between you and the plate so your hand doesn't get stuck to the back of someone you think deserves a 800 plus pound back pack or two!
Ink

12-12-06, 03:30 AM
That is insane! Add this one.
Make the weapon Flaming, Shocking, and Frost. Add 3d6 to your damage so long as the enemy isn't imune to the damage type.

Originally Posted by RobbyPants
Combine the Flesh Grinding and Maste Slaying enchantments from the BoVD on a weapon (preferably with some damage increasing mods like Flaming, Shock, etc...). They're okay abilities on their own, but together:
Flesh Grinding - the weapon can be commanded to grind on a successful attack. The weapon stays lodged in the victem, dealing damage each round until the victim can pull it out with a Str check or for five rounds, whichever comes first.
Master Slaying - these weapons are keyed to a scabbard (or something similar). If the weapon is held by someone else, the owner of the scabbard can command the weapon to attack the wielder.
Put them togeter, you stab the guy, make the weapon grind, and grab a new weapon and begin attacking again. The victim will be occupied trying to loose the weapon. Once he does, make him attack himself with it, and start it grinding all over again!
Again, with Flaming, Shock, or other damage increasing mods, the per-round damage will increase too! It's quite a nasty combo! And add vicious to that so that he takes 2d6 and 1d6 as he damages himself
hahahhahahaa
Ink

12-12-06, 03:50 AM
Necklace of Adaptaion
Glove of storing
Dust of sneezing and choking.
store DOSAC in glove

Release it as a free action. A little expensive gp wise...but ooo such a cheap move:D
Ink

12-12-06, 03:54 AM
You need to be a Judicator from Complete warrior for this trick boys and girls.

Item required: Robe of powerlessness

Action: Hog tie

Dress up your new doll in her new robe...
-10str -10 int for a few thousand gold, and it's reuseable not a one shot item...:D
Tyraxus

12-12-06, 03:52 PM
Only if you took the feat Improved Feint then it realy is a Move action instead of a Standard action. If you take a move action then you get no 5 ft. step.

Incorrect. The only time you can't take a 5' step is when you've moved any distance in your turn. The PHB, in the section about 5'steps, specifically mentions being able to take a 5' step if you use your move action to do something other than moving (the examples given are closing a door or drawing a weapon). Look it up, PHB page 144.
DracoPhoenix

12-12-06, 06:19 PM
Mentioned this one on post somewhere & cant remember where:

cast silence on a necklace of stranglation (if you buy it yourself, try to have a release command / function installed :))
have the theif sneak up behind someone - the silence spell should help and drop it over someones neck.

good for those silent take downs

(or try to get a remote controllable version with silence build in. Optional non-leathal could be useful too)
jakelslang21

12-12-06, 07:22 PM
with like 10 people on a sand dune vitrify it and they will slide down the dune and sink into the molten sand... 10 round later they will already be skeletons or will suffocate. This is allowed in the rules and is very creative
Izzak

12-12-06, 10:33 PM
I dont know if it has been said. What about throwing dirt in someones eyes. In every movie the villian does this, everyone in the movie, some in the audience boo them. Its a "dirty" trick. Ah i hate puns.
DracoPhoenix

12-13-06, 07:48 AM
I dont know if it has been said. What about throwing dirt in someones eyes. In every movie the villian does this, everyone in the movie, some in the audience boo them. Its a "dirty" trick. Ah i hate puns.

Yeah, it's been done. The nasty version is throw salt in their eyes btw :)
Behaigo

12-13-06, 09:28 AM
Have a hallway full of enemies? Cast an Explosive Fireball. My DM and I calculated once that for the normal radius (you could widen it for greater effect) cast in a 10' corridor would extend several hundred feet down both sides (normal fireball wont work as it "creates almost no pressure." Explosive spell fixes that).
Behaigo

12-13-06, 10:09 AM
Suggestion + Portible hole filled with contact poison

Suggest to your foe that he is filty and should probably wash up.

An alternate is have the party monk grapple him and they can both take a dip (after the monk gets his poison immunity).
Danvac

12-13-06, 03:55 PM
Get a rod of lordly might, cast invisibility on yourself, and use hold person while an ally butchers them.
forrestfire15

12-14-06, 06:07 PM
psoinic minor creation to creat 1 cubic foot/level of black lotus extract.
clannagh

12-18-06, 01:31 AM
Incorrect. The only time you can't take a 5' step is when you've moved any distance in your turn. The PHB, in the section about 5'steps, specifically mentions being able to take a 5' step if you use your move action to do something other than moving (the examples given are closing a door or drawing a weapon). Look it up, PHB page 144.

One of the local rogue wizzie chain fighter types uses an even sneakier version of this

- cast true strike previous round
- 5' step towards the target if necessary
- improved feint to get him flatfooted
- flat footed touch attack with true strike +20 followed by opposed trip roll
- if trip succesful attack again flat footed including the +20 for the true strike
Raxmei

12-18-06, 01:43 AM
You know what's more funny than True Strike trips? True Strike disarms. Even better if you can pull it off barehanded.
JJeff

12-18-06, 04:09 AM
One of the local rogue wizzie chain fighter types uses an even sneakier version of this

- cast true strike previous round
- 5' step towards the target if necessary
- improved feint to get him flatfooted
- flat footed touch attack with true strike +20 followed by opposed trip roll
- if trip succesful attack again flat footed including the +20 for the true strike

I don't think this will work. The True Strike wears off after the Trip (since it is your next attack) and won't be around for your free attack after the trip.
Khurgan

12-18-06, 10:02 AM
Bog Standard Trick: Just get a Mage/Sorceror/Wizard type standing next to (behind) your Ranger/Fighter type with a bow.

Mage casts Silence on Ranger's arrow as he nocks it...
Ranger fires at enemy spell-caster...

result? Easier fight.
Dheran

12-19-06, 02:20 AM
Suggestion + Portible hole filled with contact poison If you can do this, you might instead just hire all the assassins on all the planes and have them work for you. The cheapest (200 gp/vial, doesn't do any damage) contact poison will cost you 150,000,000 gp to fill a Portable Hole. The good stuff (black lotus extract) will cost about 3 1/2 billion gold pieces.
Dheran

12-19-06, 02:29 AM
- flat footed touch attack with true strike +20 followed by opposed trip roll
- if trip succesful attack again flat footed including the +20 for the true strike No, this won't work at all. An extra melee attack with Improved Trip doesn't magically reset all the conditions to their state before the trip succeeded; if that were the case, the opponent also wouldn't be prone.If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt. This just means that you use the same attack bonus for the extra melee attack.