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View Full Version : So... ToH with core only [3.5]



Fulkerin
2009-06-07, 10:44 PM
Heh, yea.

My group is going to run ToH some time soon, and the dm has already said it will be core only. (Note: PH2 is NOT core for this)

So... basically I'm looking for ideas on how not to to go through 5x characters a session. So far I was thinking wizard+summon, likely conjuration specialist, banning evoc/ench.

Oh and turning around and leaving the area is not an option :P

Also, please limit spoilers. I would prefer not to go in knowing how every second trap works :P

Thanks in advance for replies.

Edit: 6 man party, in case someone needs it. No classes established as of yet.

RTGoodman
2009-06-07, 10:47 PM
Give your character the highest Dex possible, and maybe some ranks in Tumble - that should help him be able to bend around and kiss his own butt good-bye. :smallwink:

In reality, Core-only ToH is gonna be pretty rough. I might go with a trap-focused Rogue who also grabs a couple of wands of summon monster or summon nature's ally. Chances of survival are still low, but you'd at least go down fighting. (Or, well, not really "fighting," per se, but horrible mangled by the traps you DON'T manage to find, but, well that's how it goes...)

quick_comment
2009-06-07, 10:49 PM
1) Permancy arcane sight
2) Be a conjurer and never go anywhere before it is throughly tested by your summoned creatures. Rest often.
3) If all else fails, have your cleric or druid bring multiple scrolls of earthquake to collapse the mother****er.

nightwyrm
2009-06-07, 11:06 PM
Hire underlings or buy a lot of sheep.

Baron Malkar
2009-06-08, 02:07 AM
I suggest a monk for several reasons.
-All good saves
-evasion
-deflect arrows (and projectile based traps)
-Balance, jump, climb, and tumble as class skills
-immunity to poison and non-magic disease (like filth fever)
-slow fall (lesser feather fall at will)
-Fast movement (for when all else fails):smallbiggrin:

Coidzor
2009-06-08, 02:44 AM
....Chicken Infested Commoner for the win? :smalleek:

Pharaoh's Fist
2009-06-08, 02:46 AM
Is not core.

Gerion
2009-06-08, 03:40 AM
I'm running ToH with my group at the moment. they are core mostly (some faerun books but nothing to special expect the 1lvl incantrix)

The party rogue has maxed search spot open lock and disable device, that helps a lot.
what level are you? with level 10 he has selected the special ability to take 10 on search checks. They avoided a great deal of traps with this and some clever thinking.

Your best choice in core are 1-2 Rogues with maxed search and disable device, wand of detect magic/permanent arcane sight a batman wizard and a blastermage.

there are a few places were AoE damage comes in handy, and remember you have ro take the enemy's down quickly.

Iku Rex
2009-06-08, 04:21 AM
Class: Wizard is a good choice. Specialize in divination - you can always find a use for divination spells. If the party is short on rogues (trapfinding) you could go rogue/wizard/arcane trickster.

Skills: As a wizard you want to max knowledge skills involving the most common dungeon-monsters. (Constructs, undead, outsiders.)

Stats: Get a high Con. It's your most important ability score.

Race: Deep dwarf.
(http://www.d20srd.org/srd/monsters/dwarf.htm#deepDwarf)

Some "dungeoncrawling" spells worth special mention:

Summon monster is an obvious pick. Make sure you can communicate with the summoned monster. If you have 5th level spells you can throw in telepathic bond, and have the monster provide you with a running commentary as it moves forward into the dungeon.

The mage hand and open/close cantrips can keep you and the party alive.

Knock is sometimes useful.

Resilient sphere is a good general purpose spell. It can stop an enemy or protect an ally.

Heroism (enchantment school) is a simple and solid way to boost saves and skills. Use it on yourself as well as the trapfinder.

Dimension door is a must-have for running away.

Gaseous form is a good spell for protecting the trapfinder.

False life gets you a few extra hit points. Might be worth Empowering.

Always have a fly spell (fly or overland flight) running.


Some general advice: Be patient. The dungeon isn't going anywhere. And remember that dungeon walls are breakable. You don't always have to follow the path the dungeon designer intended.

Goatman_Ted
2009-06-08, 10:09 AM
Lesser Planar Binding shenanigans for Astral Projection?

Actually, Planar Binding shenanigans of any sort should do.
Those spells are too abusable.

Thrawn183
2009-06-08, 11:29 AM
psh, the only trapfinding i've ever needed is a stick and some pet dogs. Granted, the dogs don't usually fare too well...

Devils_Advocate
2009-06-08, 04:08 PM
I've not played or read the module, but from what I've heard...

- For summoning: Druid, other spellcaster, or Rouge + wand + Use Magic Device skill.
- Other means of finding traps: Rogue searching, divinations.
- For healing: Cleric, maybe Bard or Druid, or Rogue w/ wand again.
- For staying alive: Monk might not be a bad choice.

A Rogue/Cleric actually makes the best trapfinder by using the Search skill, thanks to the insight bonus from the Find Traps spell. But I'm not sure if the Search skill is the best way to find traps in ToH.

If not a spellcaster, a Rogue/Monk with the right magic items might be your best bet. (Ninja!)