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Elricaltovilla
2013-07-15, 09:18 PM
So over in this thread (http://www.giantitp.com/forums/showthread.php?p=15627589#post15627589), there was talk of why a group of adventurers would be caught up in an undending series of fights.

So I challenge you, the playgrounders to build a 5 man team of adventurers that can clean out the "entire underdark" in one go.

The longer your group can last before needing to rest, the better.

The lower level your group, the better.

No infinite wish loops, pun puns, or other high grade cheese shenanigans.

All books are available, but not homebrew. I made the perfect class for this, it's called the unsleeping kill-'em-all!!1!!1!!1!1!1!

Please Remember to cite your sources!

If this actually becomes something a lot of people are interested in, I'll even make the winner a trophy.

For expected encounters I've broken them down into common, uncommon and rare:

Common:
various deep humanoid races (Drow, Duergar, orcs, goblins, kobolds)
vermin
slimes

Uncommon:
abberations (mostly Illithid and Beholders)
Undead,

Rare:
deep dragons
Very powerful undead
constructs

Snowbluff
2013-07-15, 09:37 PM
I am assuming that Pun Pun is a no no?

Hmm... I should put together a dream team sometime.

EDIT: OMG A TROPHY I AM IN!

Kane0
2013-07-15, 09:42 PM
Well, i'll definitely be taking some of my homebew along. I'll just update this post when I have something workable.

My entry won't be a high op deal, I'll try to stick to a typical party that you might find on any kind of adventure. I'll make them level 10 (elite stat array) in order to deal with lower level threats well enough and be able to take on the occasional higher CR encounter.

PC 1: BSF

Level 10 Human Fighter (http://www.giantitp.com/forums/showthread.php?p=14897843).
Stats
Str: 18
Dex: 14
Con: 14
Int: 12
Wis: 10
Cha: 8

HP: 10d10 + 20
Fort: +9
Ref: +7
Will: +5

Init: +5
Attack: +14/+9
AC: 20+

Abilities
- Adaptability 3d6
- Treated as 2 size categories larger for combat maneuvers (trip, disarm, bull rush, etc)
- +3 to Spot, Listen and Initiative
- All non-magic weapons wielded treated as if they were +2
- Mettle (As Hexblade)
- Any armor/shield used has ACP reduced and Max Dex increased by Str Mod (4)
- Can as an immediate action once/round take 5' step towards an enemy 5' stepping away from him.

Feats
2 Floating Fighter Feats (Weapon Focus & Weapon Specialization)
Power Attack
Adaptable Vigor
Shake It off
Battlecry
Forge Lore

Skills
Spot 17
Listen 17
Heal 14
Intimidate 13
Know (Dungeoneering) 15
Profession (Blacksmith) 14

Equipment
Longsword
Dagger
Full Plate
Large Shield
Sling + Ammo
Lots of Heal Kits (http://www.giantitp.com/forums/showpost.php?p=14687522&postcount=55).

Notes:
Not built with anything in mind. This dude can tank reasonably well and craft some of his own magic gear. He can Trip, Disarm, etc to an extent and buff allies attacks with Battlecry but does not deal huge amounts of damage unless he's using adaptability for it. So all in all he's a well rounded brawler and kind of tough to bring down.

Alternate: Level 10 Human Crusader. Will be a much better Tank with more HP and healing, and Maneuvers/stances will help a lot and are usable at all times. Won't be able to supply magic weapons/armor though.


PC 2: Skill monkey

Level 10 Human Ranger (http://www.giantitp.com/forums/showthread.php?p=15628576)
Stats
Str: 14
Dex: 18
Con: 14
Int: 12
Wis: 10
Cha: 8

HP: 10d8 + 20
Fort: +5
Ref: +11
Will: +3

Init: +4
Attack: +14/+9
AC:
Speed: 50'

Abilities
- Favored Enemy (Aberrations, Undead, Constructs) +2
- Uncanny dodge
- Wild Empathy
- Animal Companion (Wolf? Panther? Dire Bat? I dunno)
- Evasion
- Harrier 2/day (Full attack as standard action)
- Flawless Stride (Can move through difficult and natural terrain at no penalty to move speed)
- Camouflage (Can hide in any natural terrain)

Feats
Track
Weapon Focus (Longbow)
Point Blank Shot
Precise Shot
Improved Critical (Longbow)
Level 9 Feat

Skills
Hide 18
Move Silently 18
Handle Animal 14
Search 14
Disable Device 18
Survival 14
Open Lock 18
Spot 14

Equipment
Longbow + Ammo
Studded Leather Armor
Handaxe
Dagger
Survival Kit

Notes:
Again, nothing really special. This guy is quick on his feet and skirts the edge of 30' in combat, using skirmish with his longbow. He is particularly fond of readying to counter a spell going off with a shot from his bow after moving into position. He is also the party's trap-springer, lock-popper and stalker.


PC 3: Divine Caster

Druid of some description
Stats
Str: 10
Dex: 14
Con: 14
Int: 12
Wis: 18
Cha: 8

HP:
Fort:
Ref:
Will:

Init:
Attack:
AC:

Abilities


Spells


Feats


Skills


Equipment



PC 4: Arcanist

Level 10 Human Warlock (http://www.giantitp.com/forums/showthread.php?t=274643)
Stats
Str: 8
Dex: 16
Con: 14
Int: 12
Wis: 10
Cha: 16

HP: 10d6 + 20
Fort: +5 (+8 with DOoL)
Ref: +6 (+9 with DOoL)
Will: +7 (+10 with DOoL)

Init: +3
Attack: +10/+5
AC:

Abilities
- DR 2/Cold Iron
- Can take 10 on UMD
- Energy Resistance Fire & Cold 10
- Fast Healing 1 up to half HP

Invocations
Eldritch Blast 5d6 + Cha (3)
Eldritch Burst (Blast Shape. 10' Burst, reflex 18 Half)
Eldritch Spear (200' range)
Dark One's Own Luck
Frightening Blast (DC 14)
Fell Flight
Walk Unseen
The Dead Walk
See the Unseen

Feats
Bonus Invocation x3
Weapon Focus (Ray)
Point Blank Shot
Craft Wondrous Item
Overcharge Blast (+2d6 EB damage for one round, cannot use EB for 2 roudns afterwards)
Improved Critical (Ray)

Skills
Know (Arcana) 15
Know (The Planes) 15
Spellcraft 15
UMD 17

Equipment
Studded Leather Armor
Rod/Wand/Staff
Crafting Kit

Notes:
Much like your average blast-lock, this guy buzzes around and blasts you from the air. The difference is that he is competent at it. He can hit you with a 7d6 +3 Blast or two if need be and can animate dead all day long while flying around invisible and generally being a pain. Isn't as outright deadly as a typical wizard but he can keep his act up all day and craft a little to boot. Should he level up he's going straight for the invocation that gives him a healing dispel magic.


PC 5: 'Third Wheel'

Level 10 Human Dragon Shaman (http://www.giantitp.com/forums/showthread.php?p=15159964).
Stats
Str: 18
Dex: 12
Con: 16
Int: 10
Wis: 8
Cha: 14

HP: 10d10 + 30
Fort: +10
Ref: +4
Will: +6

Init: +1
Attack: +11/+6
AC: +1 Nat

Abilities
- 5d6 breath weapon (60' line of Electricity, DC 18 half, recharge 1d4 rounds)
- Darkvision 60' and Blindsense 30'
- Ventriloquism at will
- Immune to Sleep & Paralysis
- Cha mod (2) times /day can remove one of the following conditions as standard action: Poisoned, Diseased, Fatigued, Sickened, Blinded/Deafened, 1 point of Ability damage

Auras
- Vigor (Fast Healing 3 up to half HP)
- Power (+6 to damage)
- Presence (+6 to Bluff, Diplomacy & Intimidate)

Feats
2 Bonus Feats from ACF (levels 6 and 10)
Human Bonus Feat
Level 1 Feat
Level 3 Feat
Level 6 Feat
Level 9 Feat

Skills
Know (Nature) 14
Bluff 16 (22 if using Presence Aura)
UMD 16

Equipment
Greatclub
Sling + Ammo
Chainmail

Notes:
Built to be a jack of all trades, this guy fills in as best he can over multiple roles. He can blast like the Warlock with his breath, fight up front with his high HP, buff and cure a little and talk fast if the need arises. He helps out in as many situations as possible.


Note: Gear to look for.
The party can make weapons, armor, ammunition and wondrous items like cloaks, belts and bags themselves before venturing in, so the things they will want to be looking to buy or find before/during their trip would be consumables like potions and scrolls, wands/rods/staves, magic jewelry and things like that. Certain poisons and alchemical items might be handy too if they can locate any.

Note: Alternate Races
- Warforged don't have to sleep and can keep going long after living PCs fall to little things like food, water and exhaustion. Trade the Druid or Warlock to Artificer, Sorcerer or Wizard so you have access to repair spells.
- Undead also don't need to sleep and are immune to things like starvation and exhaustion. A party of necropolitans is also a valid move, though you would want to swap the Druid for an Evil Cleric or the Warlock for a Dread Necromancer.

Dealing with foes:
Deep humanoids: Treat the same as other humanoid enemies, just leaner and meaner. The party should be able to counter most tactics if they are careful.

Vermin: The Dragon Shaman and Warlock should be able to deal with swarms before they get to be too much of a problem, and larger varieties should be able to be bought down unless the party is caught woefully off guard. The Dragon Shaman and Fighter can cure any poisons that come up.

Slimes: Can be troublesome, but the Ranger and Fighter should pick up on most before they get the drop on the party. Walking into massive gelatinous cubes is still a possibility though.

Aberrations: The more simple ones should be straightforward, but the intelligent ones pose a considerable threat. A Mind Flayer or Beholder should be fought only if the party has a distinct advantage and even then only if they are prepared to take an unfortunate loss. The Rangers favored enemy helps a touch though.

Undead: Less intelligent undead should be easy to dispose, but intelligent ones and more importantly spellcasters need to be shut down quickly. Vampires and Liches move to the top of the kill list in a group of undead, and debilitating conditions need to be dealt with or avoided as best possible. The Ranger will suffer against undead until level 11.

Dragons: Dragons will be tough but not unbeatable. They are likely to be far more intelligent and prepared than the party but are also prone to pride and ambition. The party should avoid notice and conflict until they have the advantage. Beware Frightful Presence.

Constructs: The Warlock will suffer a constructs magic resistance and the ranger will not be doing well until level 11, but constructs should be able to be dealt with. Intelligent constructs are a different story, the party should be avoiding them unless they have the upper hand.

Elricaltovilla
2013-07-15, 09:56 PM
I am assuming that Pun Pun is a no no?

Hmm... I should put together a dream team sometime.

EDIT: OMG A TROPHY I AM IN!

Yeah probably should have mentioned that high grade Gouda is off limits. So no pun pun, infinite wish chains, etc.

Snowbluff
2013-07-15, 10:03 PM
Great, so what's the objective? What is the whole of the Underdark?

Elricaltovilla
2013-07-15, 10:11 PM
Great, so what's the objective? What is the whole of the Underdark?

I just picked the setting that came up in the thread which inspired this one.


The OBJECTIVE is to build a team of adventurers that can, with the least possible amount of rest, and at the lowest possible level engage in the highest number of encounters which are effectively one right after the other.

Which is what I thought was what I put in the OP...

Maybe it would have been better to say "build a team of adventurers that can complete the highest number of combat encounters before needing to stop/getting killed" and just not have bothered with the fluff...

Snowbluff
2013-07-15, 10:15 PM
Are the encounters level appropriate?

So I nominate a team of Clerics with DMM heighten and the summoning Reserve feat. They summon large elementals for the fighting.

Each one is armed with a shuriken as there weapon of choice.

Elricaltovilla
2013-07-15, 10:18 PM
Are the encounters level appropriate?

So I nominate a team of Clerics with DMM heighten and the summoning Reserve feat. They summon large elementals for the fighting.

Each one is armed with a shuriken as there weapon of choice.

Depends on what you mean by level appropriate, technically ECL+3 is still level appropriate...

Jack_Simth
2013-07-15, 10:21 PM
Hmm... Ghost Sorcerers with Flyby Attack, the Summon Elemental Reserve Feat, Rings of X-Ray Vision, and Rings of Invisibility.

Oh yes, and for the odd readied action, Wings of Cover (or Lesser Celerity, that'll do too).

They stay in the stone when it's not their turn. They stalk out their prey, launch air elementals at them from 230 feet away, and hope for 20's. They do not come up when anyone is nearby. And they stay Invisible full time.

Elricaltovilla
2013-07-15, 10:25 PM
Hmm... Ghost Sorcerers with Flyby Attack, the Summon Elemental Reserve Feat, Rings of X-Ray Vision, and Rings of Invisibility.

Oh yes, and for the odd readied action, Wings of Cover (or Lesser Celerity, that'll do too).

They stay in the stone when it's not their turn. They stalk out their prey, launch air elementals at them from 230 feet away, and hope for 20's. They do not come up when anyone is nearby. And they stay Invisible full time.

That's certainly impressive. What ECL does that put you at?

Snowbluff
2013-07-15, 10:28 PM
That's certainly impressive. What ECL does that put you at?

That would be ECL 14. 4th level casting and then the feat slot at nine, 5 for ghost if he isn't using the savage progression.

For reference mine was ECL 1. :smalltongue:

Mr.Sandman
2013-07-15, 10:29 PM
Well, I don't have nearly as many books as some of the big time contest runners, but I like the underdark, so I may as well give it a shot. Are full builds the norm for entries?

Elricaltovilla
2013-07-15, 10:33 PM
Well, I don't have nearly as many books as some of the big time contest runners, but I like the underdark, so I may as well give it a shot. Are full builds the norm for entries?

So far no, but I'll definitely consider that points in your favor.

Jack_Simth
2013-07-15, 10:34 PM
That's certainly impressive. What ECL does that put you at?
With a bit of work (savage species progression available online), the relevant bits of the Ghost template can be just LA+1 (incorporeality, undeadness), and the standard Sorcerer for that is 8 levels of Sorcerer. You could instead use seven levels of Wizard, Cleric, or Druid, and there's a couple of tricks by which a spell can be prepared as a higher level spell, so this could be reduced.

Oh yes, and Draining Touch on the Summons means they can self-heal without limit, too.

Snowbluff
2013-07-15, 10:35 PM
@Jack you need the fat slot to get the reserve feat.

Elricaltovilla
2013-07-15, 10:36 PM
With a bit of work (savage species progression available online), the relevant bits of the Ghost template can be just LA+1 (incorporeality, undeadness), and the standard Sorcerer for that is 8 levels of Sorcerer. You could instead use seven levels of Wizard, Cleric, or Druid, and there's a couple of tricks by which a spell can be prepared as a higher level spell, so this could be reduced.

Oh yes, and Draining Touch on the Summons means they can self-heal without limit, too.

But they disappear if they're more than 30 feet from you at the end of your turn.

Jack_Simth
2013-07-15, 10:41 PM
But they disappear if they're more than 30 feet from you at the end of your turn.
Yes. After they've had their full round of actions of a 200 foot charge (for an air elemental) starting 30 feet from you. So each one gets a single attack, hoping for a 20.


@Jack you need the fat slot to get the reserve feat.Oh, right. Using the Wizard version, there's a pretty simple way to delay the Wizard bonus feat at 5th to a level of your choice - Master Specialist.

So you have a Specialist Wizard-4 (as long as Conjouration isn't banned)/Master Specialist-2/Wizard+1/Savage Species Progression Ghost-1. ECL 8 (or so; higher levels are useful, but not fundamentally required).

Snowbluff
2013-07-15, 10:43 PM
Oh, right. Using the Wizard version, there's a pretty simple way to delay the Wizard bonus feat at 5th to a level of your choice - Master Specialist.

So you have a Specialist Wizard-4 (as long as Conjouration isn't banned)/Master Specialist-2/Wizard+1/Savage Species Progression Ghost-1. ECL 8 (or so; higher levels are useful, but not fundamentally required).
Smooth.

So my clerics use DMM for level 1 Humans with flaws. What's the best option for Druids? Versatile Spellcaster, Sanctum Spell?

EDIT: Here's one.
Divine Minion Neraph, 3 one level dips into classes with a good fort save (Probably some monk :smallyuk:), Frozen Wildshape. Find a way to afford a Wildshape Amulet. Cryohydra.

Elricaltovilla
2013-07-15, 10:43 PM
What I mean is there's no reason for them to have draining touch because they won't live more than one round.

How do you deal with earth gliding and burrowing enemies?

Snowbluff
2013-07-15, 10:51 PM
What I mean is there's no reason for them to have draining touch because they won't live more than one round.

How do you deal with earth gliding and burrowing enemies?

Earth elementals have Earth Glide.

shaikujin
2013-07-15, 11:48 PM
Elricaltovilla, as a gauge, can you let me know which parts of the build in my sig would not be allowed for this challenge? (besides the invocation candle wish loop of course).

Are Psionic Tattoos fine?
Are capacitors fine?
What about putting a Psionic tattoo of Reality Revision with (and without) capacitors?

Thx!

Kane0
2013-07-16, 12:02 AM
I feel like I should be optimizing my party now...

Sith_Happens
2013-07-16, 01:12 AM
Don't forget your Rings of Darkhidden, everyone!

Arcanist
2013-07-16, 04:07 AM
PC 4: Arcanist

Level 10 Human Warlock (http://www.giantitp.com/forums/showthread.php?t=274643)
Stats
Str: 8
Dex: 16
Con: 14
Int: 12
Wis: 10
Cha: 16

HP: 10d6 + 20
Fort: +5 (+8 with DOoL)
Ref: +6 (+9 with DOoL)
Will: +7 (+10 with DOoL)

Init: +3
Attack: +10/+5
AC:

Abilities
- DR 2/Cold Iron
- Can take 10 on UMD
- Energy Resistance Fire & Cold 10
- Fast Healing 1 up to half HP

Invocations
Eldritch Blast 5d6 + Cha (3)
Eldritch Burst (Blast Shape. 10' Burst, reflex 18 Half)
Eldritch Spear (200' range)
Dark One's Own Luck
Frightening Blast (DC 14)
Fell Flight
Walk Unseen
The Dead Walk
See the Unseen

Feats
Bonus Invocation x3
Weapon Focus (Ray)
Point Blank Shot
Craft Wondrous Item
Overcharge Blast (+2d6 EB damage for one round, cannot use EB for 2 roudns afterwards)
Improved Critical (Ray)

Skills
Know (Arcana) 15
Know (The Planes) 15
Spellcraft 15
UMD 17

Equipment
Studded Leather Armor
Rod/Wand/Staff
Crafting Kit

Notes:
Much like your average blast-lock, this guy buzzes around and blasts you from the air. The difference is that he is competent at it. He can hit you with a 7d6 +3 Blast or two if need be and can animate dead all day long while flying around invisible and generally being a pain. Isn't as outright deadly as a typical wizard but he can keep his act up all day and craft a little to boot. Should he level up he's going straight for the invocation that gives him a healing dispel magic.


I never signed on for this and all of my contracts clearly state that I should have a minimum of 2 Prestige classes added to my build :smallconfused:

Warlock 3 / Anima Mage 2 / Mindbender 1 / Anima Mage +4

You are now a better Warlock! I know I'm missing something here... (a point!)

Jack_Simth
2013-07-16, 07:22 AM
What I mean is there's no reason for them to have draining touch because they won't live more than one round.
What do you expect will kill them instantaneously?
How do you deal with earth gliding and burrowing enemies?
Earth elementals have Earth Glide.... and the vast majority of critters that do have Earth Glide don't have any way to deal with an incorporeal opponent, yes.

Snowbluff
2013-07-16, 07:30 AM
What do you expect will kill them instantaneously?...
... because the elementals are leaving the area around the ghosts.


and the vast majority of critters that do have Earth Glide don't have any way to deal with an incorporeal opponent, yes.
Mhm. :smallcool:

Thurbane
2013-07-16, 07:53 AM
Character's with "all day" abilities would be good for this.

Binder
Dragonfire Adept
Factotum (inspiration points reset each encounter, although some uses have daily limits)
Warlock
Martial Adept classes

...Dread Necro dip and Tomb Tainted Soul for out of combat healing.

Mechanatrix for unlimited healing if you can get an unlimited source of electrical damage, like a DFA with the right breath effect, or a Dragonborn.

So maybe something like:

Human Dread Necro X/Binder 1/Anima Mage X (Tomb Tainted Soul for self healing, reserve feats, bind Buer to heal others in the party)
Mechanatrix (or -Lesser) Warblade
Grey Elf Factotum
Human Dragonfire Adept
Dragonborn Goliath Crusader

kreenlover
2013-07-16, 09:03 AM
I'm thinking

(2) Crusader (for healing and control)
Binder (for useful changeable abilites)
Dragonborn DFA (with meta-breath cheese)
Totemist or Incarnate (see Binder)
Factotum (skill monkey)

This nets you some good combat oriented people, unlimited everything all day, a skill monkey, some healing, and some other things as well.
Or, alternatively, add in a psion with one of the many power-recharge tricks

EDIT: Nevermind that last. I definitely will not be stating out the party. Don't have that kind of time

Telonius
2013-07-16, 01:05 PM
Necropolitans with a Profane Burst Sap...?

Jack_Simth
2013-07-16, 05:36 PM
... because the elementals are leaving the area around the ghosts.

Mhm. :smallcool:

I thought you were referring to the ghosts dying in a round; the elementals... well, it's a group, no? Have one or two elementals charging (which, as they don't vanish until the end of the round, get an attempt at an attack in), have one stick around for HP healing on the ghosts via Draining Touch.

Metahuman1
2013-07-16, 06:04 PM
For a party configuration, I'd go with a

Binder: Just get him high enough level to have enough vestiges bound at once to do a once every five rounds special trick every round

Crusader: Probably a fairly standard Tankish build with some offense form manuvers and a feat or two

Dragonfire adept: Standard tricks apply, High con race and optimize breath weapon

Bard: Optimize Inspire courage, pick up bardic Knack and the Jack of all trades feat a couple of times with psionic reformation/retraining rules + a magic location that grants feats to get a rank in all knowledge skills that identify creatures and the collector of stories afc, and invest heavily in Str with optimized inspire courage and a harmonizing pair of gauntlets and elbow of knee of boot blade or armor spikes to run Inspire Courage and Dragonfire Inspiration.

And finally

Psion: Use the Bards feat granting location + Psionic Reformation/retraining rules trick to get access Midnight Augmentation + a few hit's of Extra Essence so that you can do your trick all day long with out resting, and then use what ever psionic tricks you need to to make sure you know all the psionic powers and start with the biggest possible pool of power points so that you are always able to contribute.

Phelix-Mu
2013-07-16, 06:15 PM
I'm going to have to develop my awakened green slime concept. It would be excellent in the Underdark, as sunlight is one of the harder immunities to come by.

So the green slime would need to pick up a class that would let it deal with stuff it can't just eat through or smother in self-replicated patches of green slime. Also, a template or two for fire and cold immunity, although it might be easier to pick these up by some other method (hard to do so and keep the level down, though). I guess it could deal with the issue the same way Jack did...cover itself in green slime to block LoS/LoE and then ring of x-ray vision to see through the stuff.

Elricaltovilla
2013-07-18, 12:04 PM
I'm working on the Trophy right now. I'll decide on/announce the winner on July 26th.

dysprosium
2013-07-18, 12:09 PM
I'm working on the Trophy right now.

The Iron Chef Competitions have been without a trophy maker for some time now.

If you have the inclination/free time would you consider making trophies for them?

Elricaltovilla
2013-07-18, 12:14 PM
The Iron Chef Competitions have been without a trophy maker for some time now.

If you have the inclination/free time would you consider making trophies for them?

That would require me to actually be good at making trophies. I appreciate the offer but I promise you I'm not up to snuff.

Snowbluff
2013-07-18, 12:23 PM
That would require me to actually be good at making trophies. I appreciate the offer but I promise you I'm not up to snuff.

Zinc Saucier needs a trophy maker as well.

I really wish my sig had enough space for my ZS victory.

Elricaltovilla
2013-07-18, 12:26 PM
Zinc Saucier needs a trophy maker as well.

I'm pretty much a complete beginner at digital art and I'm working on an old computer.


I really wish my sig had enough space for my ZS victory.

I wish I had a damn trophy :smalltongue:

But I don't have the time/book collection necessary to become super awesome at optimization or homebrewing contests.