Help me kill my party

Dandu

First Post
We all knew this thread was as inevitable as a Marut.

I am considering joining my brother's game. So far, most of the party aside from me and one other person are Evil with strong Chaotic Stupid tendencies. I wish to be able to dole out the harsness should it ever become necessary to stop them from, say, attacking the Queen in the middle of her speech.

The party consists of a Paladin of Slaughter, a Rouge, a Cleric, and a Spion, all ECL 5. The Spion is neutral and is on friendly terms with me both in and out of the game, so I think I can count on his support. The others three would likely band together in the event of inter-party conflict.

Before we begin, I would like to state that some of the work is cut out for us; the Rouge is going for Assassin, but considers himself a non-combat character and is built for social encounters - he doesn't even have skill ranks in Tumble or UMD. The Paladin I have advised to go into Blackguard, and is an Aasimar to boot, so we're looking at suboptimal feats, prestige class, and a race with a +1 LA. I helped suggest domains for the cleric and he has chosen the Death and Destruction domains, both of which are... bad. The Spion is the only one I have actually given much useful optimization advice to, as I helped built his character to ensure good will from someone.

So, how would you advice this character to take out said three party members if necessary?

I'm thinking of opening with a Fly spell, buffing with Protection from Evil, casting Ice Slick on the Paladin (and Cleric if possible) to immobilize them via forced balance checks (they're planning on wearing heavy armor), then casting Hold Person on the Rogue to set him up for a CDG. I then walk onto the Ice Slick using my Travel domain power to render myself immune to the magical effects and Shivering Touch the Cleric to paralyze him. Then the Paladin and I duke it out, for great justice.

I am open to alternate plans of attack.
 
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Dust of Sneezing and Choking + the mask thing that lets you breathe safely in it is the classic combo, iirc.

EDIT: What is your character, by the way?
 


Before I suggest anything, I'd like to think that should the rest of your party do something "chaotic stupid" like attack the queen while giving a speech, your DM would send in the guards which would include the queens man at arms (probably around a 15th level fighter) to stop the assassination. So I wouldn't worry about "justice" being done. You simply must sit back and watch the show and play your CN part as your "friends" get slaughtered...or you could always alert the guards before they make their move. After all you are saving your neck as any good CN character would ;)

Also if your friends are plotting to do something truly evil and you don't want them to succeed a well placed tip with the right organization can stop them dead in their tracks as well. These are only two ideas of how your friends can be brought to justice and I'm sure if you sat down and talked with your DM (email, phone, however you want to talk privately with him) you can come up with something very colorful and you won't have to cast a spell or look like the bad guy. You taking on your "friends" should be an absolute last resort.

But...I do love a good fight so here's a few suggestions should it hit the fan. Hold person is good on the rogue as his saves should be low unless they have Slippery Mind (I think in 3.5 they just get to choose special abilities instead of having them laid out maybe?) or some other magic item that can get them out of a bind..or any feature that allows them to reroll the save. So lets assume that worked and the rogue is out of the fight till you can hopefully one shot him. When the time comes, use one of your Law Devotion uses for extra damage along with Power Attack. The extra damage will be needed for the crit and is at x2.

I don't know where you got Ice Slick from but it probably gets a save of some kind. If its a reflex save then the cleric has a good chance of failing, but the paladin is still going to have good saves. Even if they fail, a simple jump check could get them out of it even with the penalty for armor. Boots of Striding/Springing: if anyone is wearing them that's all they have to do. Its a good idea though to immobilize them. Let's say you get the cleric and can cast Shivering touch on him and he's paralyzed. Next you want to CDG him too once again same technique as the rogue and hopefully he will die.

Paladin: Don't duke it out with him head to head. Even with bad feats his AC is going to be just as good or better than yours. So is his health and attack and damage bonus. This is where you want to attack from a distance. Since your flying cast Spiritual Weapon and let it attack for you. Unless the Paladin has a ranged attack he can't do anything but either run or wait. If he runs, keep attacking. While he's being attacked with your spell, buff yourself more with Bulls Strength, Bless, Shield of Faith, Divine Favor, or anything else that will help you. If the Paladin is still alive then cast Spiritual Weapon Again and then go in and attack him. That should be enough to finish him off.

Another possible way to nuetralize an enemy is with Stone Shape if the circumstances permit. Simply encase them in stone. 15 Cubic feet is plenty to encase a person in a 6inch thick box 5 feet wide and 10 feet tall with a lid on top. I'd put your paladin in there till you can deal with him as he is perhaps your biggest threat.

I'm just kind of using your plan and giving some advice on perhaps how to better it and things to think about while your doing it. Since I can't find the spells your using and don't know much about the characters or rules of the game I can't help a lot other than using what I know about normal characters and general spell information.

Other things to think about when formulating your strategy:
Remember that one of your characters is an Aassimar and they get special benefits. Make sure what you want to use against them has a decent chance of working.

Think about saves that must be made when casting any spell against a player. No point in casting Doom against your enemies if they are probably going to make the save. Better save the spell for something to help you like Bless or Cure Light Wounds.

Use EVERYTHING you have. Don't hold back. Use your magic items to the best of their ability. Use your feats when they will count the most. What you are trying to do is Munchkin in the extreme. a 3 on 1 battle so imagine you are fighting 3 CR 5 monsters of different types. This a min/max numbers game your playing once combat starts so treat it as such.

Finally remember to hopefully have fun and not make anyone too mad. Worst case is you have to reroll a new toon (make him more evil than the even your friends this time). Hope this helped
 

I would like to point out that unless your DM is using drastic house-rules there is never any xp for in party killing. I guess you could get some role playing award but that is the limit per the book.

D&D (especially 3.0 and on) is not a PvP game. It's entire xp premise has been drastically redrawn to emphasis team play.

But having said that I can read into your post that this is an attempt to "emphasize" team play for the group and not necessarily a PvP play. But again after reading it it also looks like you (out of character) set up to destroy this group by your "advice". I can't agree with that type of game play at all.


It does appear on the surface that the DM is trying to set things up to be PvP though - allowing an Aasimar to be a Paladin of Tyranny is a real stretch, while Aasimar can be evil (rarely) their favored class is Paladin (which when using the paladin variants is a Paladin of Honor). Note that it a Paladin of Tyranny who goes into the Blackguard Prestige Class can't gain the "fallen paladin" benefits since he is is not "fallen" unless he becomes "good" and then he can't be a blackguard.

Tanglefoot bags are an extremely cheap and effective means of slowing someone down.
 


I don't know where you got Ice Slick from but it probably gets a save of some kind. If its a reflex save then the cleric has a good chance of failing, but the paladin is still going to have good saves. Even if they fail, a simple jump check could get them out of it even with the penalty for armor.
Ice Slick forces Balance checks to move. If you are wearing heavy armor, then that is going to be a problem. If you try to jump, you either have to have that 20 ft head start to jump without penalties, or you take the penalties from a standing jump (double DC to the jump check)... which would still arguably force a balance check because you're jumping from a icy surface.

I would like to point out that unless your DM is using drastic house-rules there is never any xp for in party killing. I guess you could get some role playing award but that is the limit per the book.
Now now. Murder is its own reward.

But having said that I can read into your post that this is an attempt to "emphasize" team play for the group and not necessarily a PvP play. But again after reading it it also looks like you (out of character) set up to destroy this group by your "advice". I can't agree with that type of game play at all.
They were going in that direction anyways. It's not like I'm honor-bound to help them make the best characters evar, so I simply agreed when they started talking about how awesome the Destruction domain was. Also, was not in the mood to talk optimization with people. Having to deal with optimization arguments on the internet is enough for me. You know the feeling.

Furthermore, how are suboptimal builds going to "destroy the group"? They enjoy their builds and the DM will adjust encounters accordingly so they can pass. Really, the only problem they will have is if they end up fighting an optimized enemy, which they won't do unless they perform something reallystupid.

Honestly, it's a win win for everyone. They get to play characters they like, and I get an insurance policy,
 
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Dandu, your plan sounds good. I'd wait until just after an encounter when the others are down hit points and low on spells. Just hold back during the encounter, let them take the brunt of the action and save the spells you need for taking them out. You can cast your fly spell and PfE the two rounds before you plan to hit them. This can be during the final rounds of the encounter.

If the encounter drags on you can shelve the attack and wait for the next encounter.

P.S. you have the advantage in that you get to pick the exact moment for initiating mayhem.
 

I But again after reading it it also looks like you (out of character) set up to destroy this group by your "advice". I can't agree with that type of game play at all.



Agreed, this mostly looks like a player trying to be a pseudo-DM via douchebaggery.

Telling us you set players who (presumably) asked for your help to fail so that you could kill them until they played the way you liked is just juvenile.

It's the D&D version of "I'm going to take my ball and go home". If you don't play the way *I* want, NOBODY is playing and if they try to I'll make it as terrible an experience as possible.

And something tells me he's behind his computer screen tittering over how terribly clever and devious and internet-evil he's been. You know, because he posted this thread about how he'd backstab his own play group and set them up to fail because it will make them easier to control in his Dungeons and Dragons role-playing table top game.
 


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