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<blockquote data-quote="nijineko" data-source="post: 6038084" data-attributes="member: 52240"><p>one of my characters is forever, and i mean FOREVER, banned from taking watch alone ever again, due to exactly the sorts of situations described with rope trick. smart guy... not so wise. with an extend meta-rod on his rope trick, he thought they were perfectly safe and could outlast any shenanigans the enemy could pull... even if it was looking really smokey out there. </p><p></p><p></p><p>BAD MOVE... </p><p></p><p></p><p>we did survive it in the end, but boy was that a close one. i have the story posted over on penandpapergames.com in my blog there. </p><p></p><p></p><p>yes, it is very useful. no, it is not completely safe, unless the opponents can't detect magic and/or see invisible. and it is a trap waiting to happen dead end if your opponent has the transdimensional meta feat. </p><p></p><p>however, should they not be able to dispel it, it can also be a great "narrow corridor" from which to snipe them. you only have to stick ranged weapons or wands out in order to fire, and little can penetrate the interface. if they can mass up and wait you out or dispel it, you might want another option, but it can make a great bolt hole for your ranged characters to distract an enemy from your melee and stealth types that are outside the rope trick... </p><p></p><p>one of my personal favorites is almost as good as coating stuff randomly with sovereign glue... the psionic power <em>molecular binding</em> is only 2nd level, has a short range - 10', is objects only, and doesn't last long, just 1 min/lvl. but there is no save or resistance against it, and it temporarily fuses two objects at the molecular level. </p><p></p><p>in order to make it a bit difficult once you've woken them up, just before-hand: bind boots to any hand rocks underneath, bind armor joints to each other, weapons to sheaths, clothing to blankets, tents, and other sleeping gear, seal shut backpacks and sacks, join rope knots and whatever the rope is tied to... the list goes on and on. </p><p></p><p>you could even build random objects'd'art with gear, wood, and stones, and then wake them. </p><p></p><p></p><p></p><p>i imagine it would be slightly disturbing if the scarecrow that was in the field next to the camp site last evening was leaning over and staring you in the face when you next were woken up... and if it was bound to your sleeping bag on the molecular level along with your clothes. can't get out of the bag, can't get the scare crow away from you....</p><p></p><p></p><p></p><p></p><p>...now cast that magic mouth spell. ^^</p><p></p><p></p><p></p><p></p><p>=D</p></blockquote><p></p>
[QUOTE="nijineko, post: 6038084, member: 52240"] one of my characters is forever, and i mean FOREVER, banned from taking watch alone ever again, due to exactly the sorts of situations described with rope trick. smart guy... not so wise. with an extend meta-rod on his rope trick, he thought they were perfectly safe and could outlast any shenanigans the enemy could pull... even if it was looking really smokey out there. BAD MOVE... we did survive it in the end, but boy was that a close one. i have the story posted over on penandpapergames.com in my blog there. yes, it is very useful. no, it is not completely safe, unless the opponents can't detect magic and/or see invisible. and it is a trap waiting to happen dead end if your opponent has the transdimensional meta feat. however, should they not be able to dispel it, it can also be a great "narrow corridor" from which to snipe them. you only have to stick ranged weapons or wands out in order to fire, and little can penetrate the interface. if they can mass up and wait you out or dispel it, you might want another option, but it can make a great bolt hole for your ranged characters to distract an enemy from your melee and stealth types that are outside the rope trick... one of my personal favorites is almost as good as coating stuff randomly with sovereign glue... the psionic power [I]molecular binding[/I] is only 2nd level, has a short range - 10', is objects only, and doesn't last long, just 1 min/lvl. but there is no save or resistance against it, and it temporarily fuses two objects at the molecular level. in order to make it a bit difficult once you've woken them up, just before-hand: bind boots to any hand rocks underneath, bind armor joints to each other, weapons to sheaths, clothing to blankets, tents, and other sleeping gear, seal shut backpacks and sacks, join rope knots and whatever the rope is tied to... the list goes on and on. you could even build random objects'd'art with gear, wood, and stones, and then wake them. i imagine it would be slightly disturbing if the scarecrow that was in the field next to the camp site last evening was leaning over and staring you in the face when you next were woken up... and if it was bound to your sleeping bag on the molecular level along with your clothes. can't get out of the bag, can't get the scare crow away from you.... ...now cast that magic mouth spell. ^^ =D [/QUOTE]
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