Suggest characters for Tomb of Horrors!


Advice


So my roommate wants to run Tomb of Horrors. Here's the kick: we each are building 7 level 9 PCs with standard WBL, basically as one dies the next one will appear. All Paizo is legal. If we finish the dungeon then the GM will take us all out to dinner and I'm sick of my college's caf food.

I want to have one PC from each of the CRB races except for half-elves (and maybe even half-orcs), and I want each PC to be of a different class. The 1 or 2 extra races can be virtually anything. If you have build ideas feel free to share them.

Suggest away!

Shadow Lodge

It's not that deadly!

For real though. First question is are you planning to run it as intended? Figuring out all the puzzles, countering all the traps, etc. Or are you just looking to get to the treasure room and maybe kill the boss?

If the later, I'm sure you can find the strategies people have come up with that render most of the tomb moot. I've heard of stampeding cattle through it, but my favorite is using lore / divination stuff to triangulate the location of the treasure, then burrow straight down from the top of the hill.

If it's the former, I apluad your attempt. In many cases, the ToH is more about the player figuring out a puzzle than the character doing so. As such, the exact stats aren't always that important. That being said...

I'm not sure how pathfinder changed it from the 3.5 revision. I recomend having clerics in the party. Arcane... I don't recall having as much need for. Someone who can disarm traps (probably a rogue). And someone who can tank.

How much spoilers do you want in the information we give you?


I want no spoilers, and we want to beat it legitimately, or at least I do. I'm looking at this as a fun way to try out a bunch of different characters in a classic dungeon.


Clonemaster Alchemist & Summoner.

-TimD


I like the idea of using lots of summons are trap detectors and monk for saves and safe fall.


Trapfinding, Overland Flight, lots of summons would be good. Even the Mount spell would be useful for finding traps.

The main thing is being perceptive and various, not only on the party of the characters, but the players as well. ToH depends on examining everything carefully. 1st. Edition didn't have a Perception skill, so it relied more on players knowing what to ask about.

Or of course you can have your Type VIIII demon and bronze dragon henchmen dig their way through the side of the tomb, completely ruining the adventure. Not that I'm BITTER our anything...


thistledown wrote:

It's not that deadly!

<snip>

*thinks back to his very first AD&D experience ever in the late 70's and recalls what happened when an utter novice to the game grabbed the pre-gens in the back of the adventure module*

Oh it certainly can be though my perceptions may be ever so slightly colored by ... errrm ... events.

Grand Lodge

I just went trough the 1st part of it a few weeks ago (
(3.5 Mat no PF)
party was:
Me (druid 4/mage 3/arcaneHierphant 2) 9th level
8Th Level Fav Soul
9th Level Rogue 3/ Ranger / (good) Assasin 3
8th Level Rogue

We went for now as far as downing the 1st Agarask

And of course we got hit by the trap that left us with out our stuff.

For the moment we are recuperating our spells /AC after that fight.

As others have said the tomb is monster light (but still hard encounters) lots of traps / puzzle to figure out.

Word of advice have a good melee type and bring lots of healing to help with the numerous trap (is you can't figgure out the puzzle) and bring a High perception / disable device Char.

the rest if just up to you

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