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*Pathfinder & Starfinder
Defense vs. Time Stop
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<blockquote data-quote="Jack Simth" data-source="post: 3693818" data-attributes="member: 29252"><p>This is the first part where the DM's being an annoyance - you don't have a chance with a Core build unless you're 1) constantly flying (very expensive), 2) immune to planar travel (very annoying, and very likely to turn sour), or 3) immune to being located (and you don't have access to Mind Blank) due to the DM's ruling that you fall on the Wizard's turn (and the Wizard who's attacking you is so far only showing evidence of Core spells, from what you've described - Passwall, Time Stop, Reverse Gravity, and Gate). Due to this ruling, when you lose initiative against this guy (and, as he's on the offense, and strikes from the other side of a wall, you can't WIN initiative), you LOSE, no save - but there are ways to bypass initiative - the Wizard is doing that; Time Stop out of combat, take actions as the spell says, and have you in a "death trap" that takes you some time to exit (but, due to the DM otherwise playing softball, doesn't slaughter your characters).</p><p></p><p>You've got access to high enough level magic that you can arrange to beat this directly and stick around... but it drips cheese and has drawbacks. I'll get to it later.</p><p></p><p>The other annoying ruling on your DM's part.</p><p></p><p>Both are gray areas, to be sure - but do keep in mind that your DM is ruling in the most favorable way for the tactic that his NPC is using.</p><p></p><p>Not legal with Contingency - it has to be a spell which affects yourself. Also not overly likely to succeed - if you've only got access to 7th level spells, you're probably a bit behind on caster level.</p><p></p><p>***WARNING CHEESE ALERT***</p><p>[sblock]Contingent Celerity for the next time it happens. Contingency is 6th, Celerity is 4th. Your party should have access to the spells levels needed. Then cast a Wall spell - I suggest a Wall of Ice, as it can be in any orientation and cast in just about any environment; plus it's low level - in such a way as to block off the Gate.[/sblock]</p><p></p><p>Edit: Yeah, plus what others have said - Scry/Buff/Teleport (or in your case, Plane Shift/Scry/Buff/Teleport just after he's pulled this on you. I'd normally advise against it, but it's essentially what your DM is already pulling on you, so....</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3693818, member: 29252"] This is the first part where the DM's being an annoyance - you don't have a chance with a Core build unless you're 1) constantly flying (very expensive), 2) immune to planar travel (very annoying, and very likely to turn sour), or 3) immune to being located (and you don't have access to Mind Blank) due to the DM's ruling that you fall on the Wizard's turn (and the Wizard who's attacking you is so far only showing evidence of Core spells, from what you've described - Passwall, Time Stop, Reverse Gravity, and Gate). Due to this ruling, when you lose initiative against this guy (and, as he's on the offense, and strikes from the other side of a wall, you can't WIN initiative), you LOSE, no save - but there are ways to bypass initiative - the Wizard is doing that; Time Stop out of combat, take actions as the spell says, and have you in a "death trap" that takes you some time to exit (but, due to the DM otherwise playing softball, doesn't slaughter your characters). You've got access to high enough level magic that you can arrange to beat this directly and stick around... but it drips cheese and has drawbacks. I'll get to it later. The other annoying ruling on your DM's part. Both are gray areas, to be sure - but do keep in mind that your DM is ruling in the most favorable way for the tactic that his NPC is using. Not legal with Contingency - it has to be a spell which affects yourself. Also not overly likely to succeed - if you've only got access to 7th level spells, you're probably a bit behind on caster level. ***WARNING CHEESE ALERT*** [sblock]Contingent Celerity for the next time it happens. Contingency is 6th, Celerity is 4th. Your party should have access to the spells levels needed. Then cast a Wall spell - I suggest a Wall of Ice, as it can be in any orientation and cast in just about any environment; plus it's low level - in such a way as to block off the Gate.[/sblock] Edit: Yeah, plus what others have said - Scry/Buff/Teleport (or in your case, Plane Shift/Scry/Buff/Teleport just after he's pulled this on you. I'd normally advise against it, but it's essentially what your DM is already pulling on you, so.... [/QUOTE]
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