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  1. - Top - End - #1
    Pixie in the Playground
     
    OrcBarbarianGuy

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    eek So... ToH with core only [3.5]

    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.
    Last edited by Fulkerin; 2009-06-07 at 10:45 PM.

  2. - Top - End - #2
    Troll in the Playground
     
    RTGoodman's Avatar

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    Default Re: So... ToH with core only [3.5]

    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.

    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...)
    The Playgrounder Formerly Known as rtg0922

    Homebrew:
    "Themes of Ansalon" - A 4E Dragonlance Supplement
    Homebrew Compendium

  3. - Top - End - #3

    Default Re: So... ToH with core only [3.5]

    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.

  4. - Top - End - #4
    Barbarian in the Playground
     
    BlackDragon

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    Sep 2008

    Default Re: So... ToH with core only [3.5]

    Hire underlings or buy a lot of sheep.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Baron Malkar's Avatar

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    Dec 2007

    Default Re: So... ToH with core only [3.5]

    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)

  6. - Top - End - #6
    Colossus in the Playground
     
    NecromancerGuy

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    Default Re: So... ToH with core only [3.5]

    ....Chicken Infested Commoner for the win?
    Quote Originally Posted by Keld Denar View Post
    +3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
    Homebrew
    To Do: Reboot and finish Riptide

  7. - Top - End - #7

    Default Re: So... ToH with core only [3.5]

    Is not core.

  8. - Top - End - #8
    Pixie in the Playground
     
    Goblin

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    Default Re: So... ToH with core only [3.5]

    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.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Liked Redcloak before it was cool.

    Two sides of the sword
    You may think it's nothing but agony
    When you feel the hate
    It is the hand that carries the blade


    (I'm not a nativ speaker so if you find a mispelled word just keep it ;) )

  9. - Top - End - #9
    Bugbear in the Playground
     
    Iku Rex's Avatar

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    Default Re: So... ToH with core only [3.5]

    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.


    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.

  10. - Top - End - #10
    Dwarf in the Playground
     
    ClericGuy

    Join Date
    May 2009

    Default Re: So... ToH with core only [3.5]

    Lesser Planar Binding shenanigans for Astral Projection?

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

  11. - Top - End - #11
    Ogre in the Playground
     
    AssassinGuy

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    Default Re: So... ToH with core only [3.5]

    psh, the only trapfinding i've ever needed is a stick and some pet dogs. Granted, the dogs don't usually fare too well...

  12. - Top - End - #12
    Ogre in the Playground
     
    Devil

    Join Date
    Jun 2005

    Default Re: So... ToH with core only [3.5]

    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!)
    Quote Originally Posted by icefractal View Post
    Abstract positioning, either fully "position doesn't matter" or "zones" or whatever, is fine. If the rules reflect that. Exact positioning, with a visual representation, is fine. But "exact positioning theoretically exists, and the rules interact with it, but it only exists in the GM's head and is communicated to the players a bit at a time" sucks for anything even a little complex. And I say this from a GM POV.

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