Surviving after getting disjoined

javcs

First Post
All right, the scenario is this, the rest of the party is elsewhere, probably dead or locked in some extraplanar prison, the opponent is an elf monk 20 generalist wizard 20 gestalt, who has all spells remaining, at least several of which are Disjunction.
I'm running a chameleon human Scout 20 Barbarian 2/ Psion (Egoist) 6/ Fighter 2/ Elocater 10 gestalt, levels were taken in such a way to provide +20 BAB, and base saves of +12 or +13 for all of them.
Base Stats Strength 18, Con 17, Dex 20, Int 20, Wis 17, Cha 16.
Campaign's houseruled to feats every level except every third, every third level you can either gain a trait or a flaw from Unearthed Arcana, plus a list of a few others. Level ones start with two flaws and two traits.
I've gotten my speed up to 110ft with a combination of traits, class abilities and feats.
800k gp to spend on gear.

My char's schtick is either move and skirmish archery, or charge with leap attack and power attack wielding his bastard sword two-handedly, and using the hustle power to get back out, usually tumbling until out of reach.

Now, I know that the monk/wizard has at least a couple disjunctions prepared and is planning on using them, I can get out of the first one, I have a contingent psionic dimension door to move me out of the range of the disjunction.
I need help to get out of the following disjunctions if possible, minimizing the effect of the disjunction if I get caught in one, or, as a worst case scenario, coming up with how to beat down this monk/wizard with reduced or without magical gear.

Books that are being used, Core three, SRD, Complete Adventurer, Arcane, Divine, Warrior, and Unearthed Arcana.

Thanks in advance.
 
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Any idea what the monk's AC is? If it's an AC-pumped build, you might not be able to melee with it (to say nothing of the inevitable grapple.) Your best bet for survival might be just getting out and finding some other place to regroup. I don't know if that's feasible, though.
 

I would have thought that you would be best served by 'getting the hell out of dodge'.

You as a level 20 character against another level 20 character is a 50/50 chance of dying anyway, and if it ends up as you sans equipment vs him with equipment it is difficult to envisage good tactics that help you overcome him on your own!
 

Hmm...what about a major ring of spell storing loaded with an antimagic field? If you can figure out a way to keep this guy from moving out of the field, that might be pretty effective. Even if you can't, you can shoot him from within the AMF. He'll have to waste several disjunctions getting rid of the AMF.

He doesn't have access to higher-level slots, meaning that unless he's got exactly the right rod of metamagic, silence zones are going to prevent him from using the tactic. Get several arrows enchanted with silence and fire them at him.

Or, if you can ambush him, hide your magic stuff somewhere that he's not expecting it, except for a couple cheap items (a +1 flaming bow, for example). Attack him a few times, drawing his disjunctions, and then vamoose out of there, put on your magic items, and come back.
Before you go in, get someone to cast Protection from Spells on you. I'm not clear in what order the disjunction hits stuff, but if it hits your items before it hits this spell, that'll be a tremendous help: you'll have something like a +20 bonus to resist a DC 26-30 save.
Naturally, if you've got some nasty nasty attacks, ready an action to attack him once he casts his spell. If you can disrupt his spellcasting, all the better.

Daniel
 

Disjunction is Close range. Your build centers around movement and archery.

Stay out of his range and snipe at him. You'll lose Skirmish, but...

-Stuart
 

All you need is.....a great Will save.

If he has a 22 Int (and what Wizard doesn't?), then the Will DC is 25. As it stands, without magic items, it looks like your Will save is +16 or so. I assume you have a Cloak of Resistance +5? Now find/have made some additional save boosters....Luck bonus, Sacred, Insight....in fact, make them 33% as expensive by only applying them to the Will save.

Then, for the final bit, get an item that allows you to re-roll a failed save.

Done!
 

You have access to touch of idiocy? How about Ennervation? True Strike?

Basically, anything that eats up his high level spell slots, or does int damage, is what you are looking for here.
 

pallandrome said:
You have access to touch of idiocy? How about Ennervation? True Strike?
Oh, man, that's gotta be it. That ring of spell storing should have a maximized enervation: it'll get rid of all his ninth-level slots. (Yeah, an empowered enervation would be nice, but it won't be guaranteed to work). Have a cleric slap you with a death ward, just in case he has spell turning up.

Daniel
 

Let's see... you manifest as an Egoist-13?

You qualify for Expanded Knoweledge (Null Psionics Field). Under transparency, it has the same effects on spells as it does on powers. If it counts as an Anti-magic field for purposes of Disjuntion, it has only a 20% chance of going away (assuming the opponent doesn't have a pushed caster level, from PrC's such as Archmage or orange prism ioun stones). You get a hair over two hours on one manifestation. Four, with Extend Power. You should be able to keep it up for at least two days straight. As you didn't list magic items as part of the things giving you speed, you may be able to manifest outside where he can see, run up to him, and get your Skirmish on. Monks and Wizards are both extremely dependant on magic, and this may just turn off all his defenses (and it's dismissable if you find you need yours back).
 

Allow me to second: Enervation is your best friend in the entire world.

Lay down something that makes him lose his dex bonus, like grease or something else that would force him to start making balance checks (most people ignore the balance skill, natch) and then enervate away.
 

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