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Crasical
2012-06-02, 02:33 AM
Okay, Playground, I'm coming here with a problem. Ordinarily I'd post this in the RHoD handbook, but that's for DMs and full of spoilers, so I'm afraid to look through it as I'm just a player, not a DM.

To my knowledge, the DM has been running the module exactly as written. And I'm starting to fear I'm over-optimized for the adventures to come, in response to my first character getting killed off in the first session. So my question is basically threefold:

1.) What level of Optimization does the default RHoD module expect?

2.) Take a look at my character and her thrall. Do they seem overpowered to you?

3.) Lastly, I'm considering swapping my thrall out for a Warforged Charger at level 9. Is this more or less powerful than my current thrall?

Tres Bonne
Tres Bonne
Age: 19
Height: 5'5
Weight: 157
Eyes: Green
Hair: Brown
Skin: Fair

Alignment: Chaotic Neutral
Race: Human
Class: Shaper Psion 5, Thrallherd 2
EXP: 29,138

Abilities Stat modifier
Strength 10 (+0)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 12 (+1)

Total hit Points: 43/43
Speed: 30 Feet

Armor Class: 16 10 [Base] + 5 [Armor] + 1 [Dex]
Touch AC: 11 10 [Base] + 1 [Dex]
Flat Footed: 15 10 [Base] + 5 [Armor]

Initiative Modifier: +1
Fortitude Save: +3 = +1 [class] +2 [Con]
Reflex Save: +2 = +1 [class] +1 [Dex]
Will Save: +7 = +7 [class] +0 [Wis]

Attack(handheld): +3 = +3 [BAB] + 0 [STR]
Attack(Missile): +4 = +3 [BAB] + 1 [DEX]
Grapple Check: +4 = +3 [BAB] + 1 [STR]

Languages: Common, Dwarven, Giant, Goblin
Feats: Psionic Body, Hidden Talent, Psycrystal Affinity, Rapid Metabolism, Inquisitor, Extend Power, Psycrystal Alertness

Skills
Skill name Key Ability Skill Modifier Ability Modifier Ranks misc modifier

Appraise Int 6 = 4 + 0 +2(Craft)
Balance Dex 1 = 1 + 0
Bluff Cha 11 = 1 + 10
Climb Str 0 = 0 + 0
Concentration Con 12 = 2 + 10
Craft(Alchemy) Int 17 = 4 + 10 +3 (psycrystal)
Craft(Blacksmith) Int 17 = 4 + 10 +3 (psycrystal)
Decipher Script Int 4 = 4 + 0
Diplomacy Cha 9 = 1 + 6 + 2(Bluff)
Disable Device Int 4 = 4 + 0
Disguise Cha 3 = 1 + 0 + 2(Bluff)
Escape Artist Dex 1 = 1 + 0
Forgery Int 4 = 4 + 0
Gather Info Cha 3 = 1 + 0 + 2(Local)
Handle Animal Cha 1 = 1 + 0
Heal Wis 0 = 0 + 0
Hide Dex 4 = 4 + 0
Intimidate Cha 3 = 1 + 0 + 2(Bluff)
Jump Str 0 = 0 + 0
Knowledge(Dungeoneer) Int 12 = 4 + 8
Knowledge(Engingeer) Int 12 = 4 + 8
Knowledge(Local) Int 12 = 4 + 8
Listen Wis 2 = 0 + 0 +2 Alertness
Move Silently Dex 1 = 1 + 0
Open Lock Dex 1 = 1 + 0
Perform Cha 1 = 1 + 0
Profession Wis 0 = 0 + 0
Ride Dex 5 = 1 + 4(8)
Search Int 6 = 4 + 0 + 2(Engineer)
Sense Motive Wis 0 = 0 + 0
Sleight of Hand Dex 3 = 1 + 0 + 2(Bluff)
Speak Language NA 0 = - + 0
Spellcraft In 4 = 4 + 0
Spot Wis 2 = 0 + 0 + 2(Alertness)
Survival Wis 2 = 0 + 0 + 2(Dungeon)
Swim Str 0 = 0 + 0
Tumble Dex 1 = 1 + 0
Use Magic Device Cha 1 = 1 + 0
Use Rope Dex 1 = 1 + 0

HUMAN RACIAL ABILITIES:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Psionic POWER!
PP = 49/49

Powers Known: 13 (+ Mindlink bonus power)

5 1st level powers
Crystal Shard, Psionic Minor Creation, Vigor, Entangling Ectoplasm, Psionic Grease, Mindlink

4 2nd level powers
Psionic Identify, Share Pain, Ego Whip, Crystalstorm

4 3rd level powers

Greater Concealing Amorpha, Dispel Psionics, Time Hop, Ectoplasmic Cocoon

Equipment:(19000 starting gold)
4500 = Masterwork Mithral Breastplate
4500 = Dorje of Body Adjustment
4000 = Cognizance Crystal +3
2000 = Handy Havresack
1200 = Travel Cloak (Magic of Faerun p. 166)
0500 = Magic Bedroll (MIC 163)
0200 = x4 Antitoxin
0100 = x10 Forger's Paper (Complete Scoundrel p. 110)
0100 = x4 Torch Bug Paste (Complete Scoundrel p. 120)
0060 = Auran Mask (Complete Mage p. 134)
0050 = Masterwork Manacles
0040 = Forgery Kit (Complete Adventurer p. 122)
0025 = Holy Water
0020 = Defoliater (A&E p.33)
0020 = Stonebreaker Acid (Arms & Equipment Guide p. 35)
0020 = Jewler's Loupe (Arms & Equipment Guide p. 24)
0015 = Sprayer (Arms & Equipment Guide p. 25)
0010 = Mobile Brace (RoFaerun p. 158)
0010 = Silk Rope '50
0001 = x10 Insectbane Candle (A&E p.21)
0001 = Clearwater Tablet (C.Scoundrel p. 110)
0001 = Lasso (Book of Exalted Deeds p. 34)

702 = gold


Dem Bonne
Dem(itri) Bonne
Age: 16
Height: 5'8
Weight: 180
Eyes: Grey
Hair: Brown
Skin: Fair

Alignment: Chaotic Neutral
Race: Human
Class: Rogue 5, Warlock 1

Abilities Stat modifier
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 15 (+2)

Total hit Points: 38/38
Speed: 30 Feet

Armor Class: 16 18 [Base] + 4 [Armor] + 1 [Enhancement] + 3 [Dex]
Touch AC: 11 13 [Base] + 3 [Dex]
Flat Footed: 15 15 [Base] + 4 [Armor] + 1 [Enhancement]

Initiative Modifier: +3
Fortitude Save: +3 = +1 [class] +2 [Con]
Reflex Save: +7 = +4 [class] +3 [Dex]
Will Save: +3 = +3 [class] +0 [Wis]

Attack(handheld): +3 = +3 [BAB] + 0 [STR]
Attack(Missile): +6 = +3 [BAB] + 3 [DEX]
Grapple Check: +3 = +3 [BAB] + 0 [STR]

Languages: Common, Goblin, Undercommon
Feats: Fade Into Darkness, Blend into Shadows, Point blank Shot, Precise shot

Skills
Skill name Key Ability Skill Modifier Ability Modifier Ranks misc modifier

Appraise Int 2 = 2 + 0
Balance Dex 5 = 3 + 0 +2 [Tumble]
Bluff Cha 10 = 2 + 8
Climb Str 0 = 0 + 0
Concentration Con 2 = 2 + 0
Craft Int 2 = 2 + 0
Decipher Script Int 2 = 2 + 0
Diplomacy Cha 2 = 2 + 0 +2 [Bluff]
Disable Device Int 10 = 2 + 8
Disguise Cha 2 = 2 + 0
Escape Artist Dex 3 = 3 + 0
Forgery Int 10 = 2 + 8
Gather Info Cha 2 = 2 + 0
Handle Animal Cha 2 = 2 + 0
Heal Wis 0 = 0 + 0
Hide Dex 11 = 3 + 8
Intimidate Cha 4 = 2 + 0 +2 [Bluff]
Jump Str 7 = 0 + 5 +2 [Tumble]
Knowledge(Any) Int 2 = 2 + 0
Listen Wis 8 = 0 + 8
Move Silently Dex 11 = 3 + 8
Open Lock Dex 11 = 3 + 8
Perform Cha 2 = 2 + 0
Profession Wis 0 = 0 + 0
Ride Dex 3 = 3 + 0
Search Int 10 = 2 + 8
Sense Motive Wis 0 = 0 + 0
Sleight of Hand Dex 13 = 3 + 8 +2 [Bluff]
Speak Language NA 0 = - + 0
Spellcraft In 2 = 2 + 0
Spot Wis 10 = 0 + 8
Survival Wis 2 = 0 + 0 +2 [Search]
Swim Str 0 = 0 + 0
Tumble Dex 13 = 3 + 8 +2 [Jump]
Use Magic Device Cha 2 = 2 + 0
Use Rope Dex 3 = 3 + 0

HUMAN RACIAL ABILITIES:
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

Warlock Abilities

Powers Known: Least Invocation: Darkness, 1d6 eldritch blast

Rogue Abilities

Sneak Attack + 3d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.


Equipment:(13000 starting gold)
Chasuble of Fell Power = 8000
Gloves of El. Admixture = 2500
+1 Chain Shirt = 1250

deuxhero
2012-06-02, 02:43 AM
Treasure wise it is very intended for the 4 man Fighter/Rogue/Cleric/Wizard team.

As for optimization, remember it's balance was reviewed by the same group that thought Toughness was worth the same as an extra character (speaking of which, do you know if the DM allows Thrallherd? It's normally banned for the same reason as Leadership unless you are in a small party.). It's not too highly optimized, though it does discourage going nova a lot.

Really though, one question to ask is the op level of the other PCs.

Crasical
2012-06-02, 02:59 AM
Treasure wise it is very intended for the 4 man Fighter/Rogue/Cleric/Wizard team.

As for optimization, remember it's balance was reviewed by the same group that thought Toughness was worth the same as an extra character (speaking of which, do you know if the DM allows Thrallherd? It's normally banned for the same reason as Leadership unless you are in a small party.). It's not too highly optimized, though it does discourage going nova a lot.

Really though, one question to ask is the op level of the other PCs.

We've been playing for a few sessions already, and he hasn't had a problem with it, though has put a limit on how many followers I can have with the party at any given time. So yes, it is allowed.

The other three PCs are:

1. A draconic-themed sorcerer, heavy on the buffs and support spells, with a dash of battlefield control and blasting in the form of Manyjaws and fire breath.
2. A shadowcaster(?) from the Tome of Magic. Likes to teleport and blast people with a touch-attack beam.
3. A Factotem/Chameleon, fairly useless. Sunk a ton of money into a bunch of magic rings with minor magical effects, most of his skill points into 3rd party Psionics. Can teleport long distances, theoretically, but mostly just knocks himself out with the strain. Doesn't contribute to combat at all.

Malachei
2012-06-02, 06:09 AM
Like most published adventures, RHOD is designed for a non-optimized group.

Without further discussing your specific build, I'd say everybody putting some thought in his character's design will likely outperform the average threat level.

You don't have to be an optimizer to feel you're too strong for the challenges presented by a published adventure. It's really the norm.

Your DM may re-design encounters to make them challenging. I'm running RHOD here (see sig), and I've not used a single encounter without heavy adaption/customization of enemies.

Saintheart
2012-06-02, 07:45 AM
Pretty much what Malachei said. Basically RHOD's testers really didn't have insights into the action economy, the towering gamebreakers that arcane or divine magic are, or a sense of how early optimisation builds character effectiveness at exponential rates. Take it that RHOD doesn't anticipate any optimisation at all, really.

Crasical
2012-06-02, 02:34 PM
So what the heck should I do? I don't want to start annihilating encounters and frustrating the GM if he can't challenge us, or force him to do extra work ramping up the difficulty of encounters for us. I don't want the other PCs to get bored, either...

I would say the Sorcerer and I are the most optimized, I know for a fact that the Sorcerer has read that 'Being God' handbook (But isn't using most of the advice in it.)

deuxhero
2012-06-02, 02:50 PM
You aren't Tank/Rogue/Healbot/Blaster, so the DM is going to have to adjust the module anyways.

Crasical
2012-06-02, 02:57 PM
Aw. :smallfrown:

I'm really enjoying the module, too...

JoeMac307
2012-06-05, 02:55 PM
I wouldn't feel bad about your GM having to rework RHoD.

I'm running it right now with six players, five of which are entirely newbies and have nevered played D&D before. None of their builds are really optimized, as they are all too lazy / busy to have given the PHB anything more than a cursory glance.

Even so, they are annihilating everything I throw at them so far. It's cool though, I just keep upgrading the enemies a bit as I go along, and throwing in curve balls from outside the module, like a sudden appearance by an old reoccuring villain, to keep them on their toes.

They are still enjoying the module, and I don't mind the "work"... If I didn't want to work on creating and continually fixing up a game world and the adventures within it, I shouldn't be a GM.:smallsmile:

Saintheart
2012-06-05, 08:24 PM
Alternatively, point him in the direction of my Handbook *plug plug plug* :smallbiggrin: :smallcool:

JoeMac307
2012-06-05, 09:01 PM
Alternatively, point him in the direction of my Handbook *plug plug plug* :smallbiggrin: :smallcool:

I've been making use of your handbook. Thank you, Saintheart, it's been a lot of help.

Crasical
2012-06-05, 11:31 PM
Is there a short list of things not to do if I want the module to remain a challenge, or at the very least not end up a joke?


We've just returned to Drellin's Ferry after destroying the Skull Gorge bridge, and killing a green dragon (Probably 'Ozyrendion', if the notes on the map the DM gave us are any clue.), spoilers for things we're safely past are okay.