Hidden 10 yrs ago Post by Primal Conundrum
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Unless it's one dirty mother of a crit, I don't see it happening. It'd still take a chunk out of the door though!

What I can REALLY see him doing though is, once the breakout starts, scaring some newby guard so badly that he doesn't even fight and just leaves. Sujurak has a pretty large intimidate modifier, and it's only going to get bigger as time goes on. Not surprising really, considering that he's a 7 foot tall, fairly muscled Lizardman who carves creepy little totems out of bits of wood using his claws and then ties those totems into his clothing. I'd probably crap myself too.
Hidden 10 yrs ago Post by Omega
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My plan to get out is to strangle a fellow prisoner, raise him from the dead, then tell the guards he died choking on something. When the guards remove the corpse from the chain and lower their defenses my zombie attacks whoever has the key and throws it to me and with my spells I kill the other responding guards since you can deliver a spell charge with an unarmed attack.
Hidden 10 yrs ago Post by Primal Conundrum
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Only flaw I see with that is that animating the dead requires some value of gem, the cheapest being a 25g value one- kinda hard to find in jail. Other than that, even the most low-end version of animate dead requires being third level to get access to it.

Sujurak can Mage Hand at will- if ever the key gets left unattended, then he can pluck it, though I'm not counting on that. Killing another inmate might be a good way to create a chance to act, but I think that their guard would be up if anything if they had the key out near the prisoners. Only thing it would do for sure is get the person with the key to come closer, it wouldn't get their defences down.
Hidden 10 yrs ago Post by Primal Conundrum
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Actually, what could work is kill someone else as you said, wait for them to pull the key, then cast Burning Disarm on the key to get them to drop it. From there we have a few options, from Sujurak grabbing the keys from a distance with Mage Hand while the closer person keeps the guard busy for a few rounds and unlocks the others, or something else.
Hidden 10 yrs ago Post by Omega
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Actually my archetype gives me a free undead follower who has HD equal to my level.
Hidden 10 yrs ago Post by Primal Conundrum
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Undead Lord with Corpse Companion? Okay, fair enough that you'll have one- the ritual takes 8 hours to turn it into a zombie though, pretty sure you'd get caught before you got even close to completing that.
Hidden 10 yrs ago Post by Omega
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After dinner as it gets dark I can do the ritual while most guards sleep. The ritual does not need to be elaborate as far as I know and should be easy to hide from the night guard.

In the morning his death is discovered and my plan begins in earnest.
Hidden 10 yrs ago Post by Primal Conundrum
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Chain gangs are only put into the chains when they're brought out to do work, outside of "work hours" they're in their own cells like normal prisoners.
Hidden 10 yrs ago Post by Omega
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They are also used to transport prisoners. If we are to break out of any decent prison we are going to spend a lot of time RPing just hanging out and likely contend with an anti magic field.
Hidden 10 yrs ago Post by Primal Conundrum
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Really I guess it depends what the DM wants to do- if he wants to get out of the jail part fast or if he wants to play around with it for a bit. I'm good either way, but currently I'm planning around it being a bit harder to break out of. I figure if I plan for it being hard and it turns out easy I'm set, but if I assume that it'll be easy and it turns out being hard then I might be in trouble.
Hidden 10 yrs ago Post by Omega
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Has the DM actually said prison or jail yet? I think he has only mentioned chain gang. Also I cannot plan around a really hard breakout since it would mean an anti magic field and I have no other breakout skills.
Hidden 10 yrs ago Post by Primal Conundrum
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Due to the cost of having a static anti-magic field, such prisons are going to be super high security and pretty much exclusively for powerful spellcasting criminals. We're all level one. For lower end casters, taking away their spellbook / familiar / holy symbol will pretty much clip most of what magic they can do, and individuals who are a problem beyond that can be handled by simply waking them up after about five hours of sleep, having them jog a distance to wake up, then send them back to sleep for the rest of the night- interrupting their rest like that would mean they couldn't prepare spells.

Fact is if we're on a chain gang, then we're clearly not considered the super dangerous casters who require and antimagic field, they're letting us out enough to work on roads and handle tools and such. As such, some level of plan could be made that does involve magic, especially if us clerics don't draw enough attention to ourselves that they realize we actually are casters / make them need to stop us from preparing spells. Sujurak could pretty easily pass for a thug of some sort, and it's entirely possible that they don't even realize that he's a spellcaster and not just some superstitious brute who likes to carve little totems out of scraps of wood- not realizing that such totems constitute his holy symbol. I don't know what your necromancer's holy symbol is or why he was imprisoned, but it could be a similar thing.

EDIT:
Just reviewed how prepping spells works in Pathfinder, apparently resting doesn't influence it, but clerics need to pray for an hour to prepare their spells, and that would be easy to train guards to spot and interrupt. It would likely come down to setting things up so that we could get an hour to prep spells, since once we do that we have a lot of options.
Hidden 10 yrs ago Post by Omega
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Clerics only need 1 hour to prepare spells. If there is no anti magic tools in the guard's arsenal I can cast command twice. Once to have him drop his keys so I can open my cell and the second have him approach where he enters my cell and I strangle him.

After that I open every cell i can before the missing guard is noticed.
Hidden 10 yrs ago Post by Primal Conundrum
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I think you're underestimating how hard it would be to strangle an armed and armoured guard... also, that requires him to already be holding the keys, not just have them on his person.

Rather than strangling, which seems like a longshot at best (keep in mind that Command doesn't leave them helpless, they could still fight back) you'd be better off making a prison shank (Sujurak could help carve you one using his claws). Lure the guard over by feigning sickness, cast magic weapon on the shank, and try to stab the guard to death. Might get a bonus of him being flat footed or something if you're lucky.

This has the advantage of not relying on the guard failing his saving throws and leaving you exposed as a dangerous caster if it fails- if it looks like you're having a hard time with the guard, you can always try to pull the keys off him and throw them into one of our cells, forcing him to either rush over to stop us letting ourselves out and giving you a chance to shank him in the back as he turns to deal with the new threat, or else he can ignore it and soon have more people attacking him.
Hidden 10 yrs ago Post by Omega
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The command spell would leave him flat footed and that should give me a decent edge to grapple and pin him right away. A shank would not do much and he could immediately sound the alarm and the area would be filled with guards.

Another thing I can do is fake my own death with my domain ability.
Hidden 10 yrs ago Post by Primal Conundrum
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I don't see anywhere that the command spell leaves him flat footed, and he could still sound the alarm. A shank with Magic Weapon will do 1d4+1+str damage, which is more than "not much" by a fairly decent margin, I'd think- or I hope at least, depends on your stats. Though, if your strength is low enough that it won't do much damage, then your odds of out-grappling a guard are also not very good.

Also, as for faking your death, do you mean with Bleeding Touch? Dude, we're level one clerics and it does up to six damage, that could easily take out over half your health in round one. That seems incredibly risky.

I guess I'd be able to evaluate your tactics better if I knew what your character's stat allocations were. A decent number of your tactics seem to rely on physically overpowering someone enough to strangle them, which kinda demands a decent strength stat- I know Sujurak is okay for that with a 14 str, but I don't know what yours is.
Hidden 10 yrs ago Post by Omega
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Anyone who has not yet acted in combat is flat footed. By commanding them I keep them from acting. I also have the undead subdomain.
Hidden 10 yrs ago Post by Primal Conundrum
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You don't keep them from acting by using command, you simply dictate what one of their actions will be, if they fail a save. The rest of what they do on their turn is still up to them. They can yell for help, a free action that counts as acting. They can draw a weapon as you force them to advance, an action. Command is a first level spell for a reason, it's not THAT powerful.

Also, the undead domain ability lets you get healed by negative energy, but it doesn't say that it makes you look dead in the slightest. Pretending for a moment that it DID make you actually look dead, it still only lasts for 1 round per caster level, so about six seconds. That wouldn't be long enough to get their guard down and get them in there with you.

EDIT:
Also, I'd actually consider being manipulated by a spell like that to count as taking an action during combat. The idea of the flat-footed mechanic is that you get the drop on someone, that they didn't expect something to happen. Think of what the term "being caught flat-footed" means. If you found yourself being forced to march towards a malevolent spellcaster, you wouldn't be flat footed for very long- certainly not long enough to end up in the same cell as him and allowing him to strangle you.
Hidden 10 yrs ago Post by Omega
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It lasts 6 seconds with no verbal or somatic component and I can cast it like 6 times which should be long enough for a guard to drop his guard.

Command as far as I know keeps people from other actions otherwise orders like approach are more dangerous to the caster. That is the way I have always seen it played anyway.
Hidden 10 yrs ago Post by Omega
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Edit: forgot they restricted the word list now.
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