HI I ran through the adventure on the weekend and all I can say was...BLOODY AWESOME. It seems I keep underestimating my PC's. I was very worried about the 4 purple worms but the group finished the first two off before the second round when the second two came. They mopped them up in about 2 rounds as well. The two nightwalkers also sent dread into me and I did manage to disarm the Paladin's uber sword of goodness however it has the power of calling so it was back in his hand in a flash. The group finished these two quite easily. The final fight was very interesting. With Gathra having shapechange on her, I decided to start her off as a Planatar. That had the the party wondering what was going on. However after she starts casting spell in the name of Malar (I use forgotten realms and that was her deity) they figured out what was going on. The Bard copped a finger of death and died on a failed save (he should have got a superior resistance spell from the druid or cleric but they forgot). I used the defenses of Malgarius as suggested in various entries ie. the acid sap with the purple worms, the vacuum with the two nightwalkers. I also made sure that they used plenty of fly spells (by having malgarius shape the tunnels with large drops and vertical ascents) I also used the hurricane like winds when the party was flying up or down and made those flying by non-magical means make reflex saves DC 20. Not really an issue with them. I also made it stretch out the time between the 2 nightwalkers and the Greater Stone golem/Truely horrid Umber Hulks so that spells with minute/level would expire. I also made the vacuum for the 2 nightwalkers but only existing within the chamber itself, not the tunnels connecting it. My party was pretty cluey and immediately began to try and get out of the vacuum which they did and from there, it was a cake walk for them to pound the nightwalkers. In hindsight, I should have made the tunnel twist beyond line of effect from the vacuumed cavern so that the party casters souldn't stand within the tunnel and pepper the undead with spells. (My sorceror/exalted arcanist/initiate of the seven veil/ hit a nightwalker with a words of creation/spell enhanced/purified/empowered hammer of righteousness for 206 points of damage on a failed save by the nightwalker) However, there were some problems. When the defeated the golem and umber hulks, the cavern was sealed off and they had a round to do things. when the acid sap started pouring in, they all bunched together and the sorceror cast force cage (which is immobile) on themselves, there by trapping them selves in an dimensionally locked forcecage surrounded with acid. Essentially the whole session stalled as they planned on waiting it out (32 hours) and get new spells and the like. The problem is without some definate abilities and stats of malgarius, its hard to know what he can and cant do. For instance, he can dimensionall lock a chamber but can he do it everywhere? Presumably yes but you never know. In the end i ruled that malgarius disintegrated the cage and then trapped them in its moveable, spherical forecages and then went to the chamber of Malgarius sentience. For malgarius consciouness, the party swayed two of the three consciounesses but the paladin (following his code) would not make any agreement with a demon and as such, I decided that malgarius would not help or hinder wither gathra or the PC's. As such, the final battle was going swimmingly until the druid summoned an elemental (not a generic one) which starteed whooping the T-Rex and set it on fire. After the treatnts were dealt with ease and the nightwalkers were offed, she was in big trouble with the t-rex badly burned and the Pc's ganging up on her. I decided that since she realised she could no longer call on the seed and that she was in a bad situation, she word of recalled out so that I can use her again in another session. This brings to mind the last gripe. If the group knows that the only way to defeat malgarius is to take the seed to another plane and they make means to do this, why doesn't malgarius dimensionally lock the final encounter chamber so that they cant do this? I ruled that this would cause the seed to lose its connection to the tree but as per the module, nothing is said about this. Just to note, the adventure is set for 4 level 18 characters and I had two 18th chars and three 17th chars. However, one player was late but the party of four found the purple worms easy. All in all, a great adventure but some better description/stats for the seed and the tree would have enabled me to know the exact capabilities and desires of the tree and thus would have been easier to run.
Absinth wrote:
I will definately keep you informed. Reading through the adventure, it will test my PC's in ways they have not been tested in before. The final encounter does seem a rather hideous encounter, particularily with 2 night walkers, gathra, 2 treants and the T-Rex but we will see.
Hi, I am about to have my PC's run through the high level adventure Root of Evil found in issue 122. I have a problem. One of the abilities of the demonic tree Malgarius is that it can create a vacuum at will, indefinately. For my group (18th lvl cleric, 18th lvl paladin, 17th lvl druid, 17th lvl bard and 17th lvl sorceror) I can see no way of them surviving this. If they cant cast spells in vacuum and are in an area indefinately in vacuum, how in the 9 hells of baator will this not result in a TPK? Thankfully, my party has a cape of the mounteback so that will save 4 of the 5 but 1 will definately die, no way around it from what I can see. Or is it? I have read and reread the adventure a couple of times and can not see a way around it. Can anyone shed some light on this?
So, I posted on this a bit ago, but wasn't very clear as to what I was looking for. Below, I have a build for a knife master/scout. Knife master/Scout:
Rogue (Knife Master/Scout) Dex>Con>Cha>Wis>Int>Str Ability increase: +2 Dex Substitute Focused study for human bonus feat Focused Study 1: Skill Focus: Acrobatics Level 1 – Feat: Two-Weapon Fighting Level 2 – Talent: Finesse Rogue Level 3 – Feat: Weapon focus: Dagger Scout Feature: Scout’s Charge Level 4 – Talent: Offensive Defense Level 5 – Feat: Death From Above Favored Class Talent: Ninja Trick: Hidden Weapons Level 6 – Talent: Underhanded Level 7 – Feat: Quick draw Scout Feature: Skirmisher Level 8 – Talent: Combat Trick: Combat Reflexes Focused Study 8: Skill Focus: Use Magic Device Level 9 – Feat: Improved Two-Weapon Fighting Level 10 – Talent: Skill mastery: Use Magic Device, Acrobatics, Sleight of Hand, Stealth Level 11 – Feat: Lunge Favored Class Talent: Fast Tumble Level 12 – Talent: Opportunist The character is an update from one I made for 3.5. I made it before I saw V for vendetta, but that's more or less the concept I'm going for.
How does this look? Is there anything that I may have overlooked? Maybe someone knows a way I can optimize.
So I was helping a friend (first time player) put together a rogue, and I had so much fun I wanted to make my own. We eventually decided that what he really wanted to play was probably an alchemist, and while I'm already playing an inquisitor my character will likely die soon. I'll Explain Below. First a little info on the campaign: Story>rules
Caid the inquisitor - Why my current character will die:
Full background can be found here Since the setting is low magic, the gm gave me permission to trade my inquisitor spells for full BAB and 8+int skills/level. I'm not sure how balanced this is. Caid the Inquisitor
Conversion inquisition
So I had some odd rolls. I originally wanted to play a switch hitter ranger, but my stat's suggested a different path. Not necessarily a topic for this thread, but it seems unnecessarily hard to build out a decent character without a good str, dex, cha or int. (druid wasn't an option, and cleric was taken) My story in brief is that i come from a long line of wizards who reinforced their blood with the blood of magical creatures (to become sorcerer wizards). After a great war, the house fell and now the heirs of the blood have so much conflicting magic mixing in their veins that they die young-ish (without magical intervention), and they have difficulty bearing children (again, without magical intervention). So Caid is old for his house, his aim was once top-notch and has been ruined by arthritis and the slow transformation of his blood into magma/fungus/shadow/starlight/whatever else. Either way, my character's hours are numbered; my ac is a whopping 12.
The Future character: The Maven of the Wastes:
Rogue (Knife Master/Scout) Dex>Con>Cha>Wis>Int>Str Ability increase: +2 Dex Substitute Focused study for human bonus feat Focused Study 1: Skill Focus: Acrobatics
The character is an update from one I made for 3.5. I made it before I saw V for vendetta, but that's more or less the concept I'm going for. Theme is painful SA with daggers. after level 4 use the charge action to guarantee SA when closing. Death from above gives +5 to charging from higher ground and offensive defense boosts my AC, so jump with acrobatics during your charge. Eventually get a ring of jumping (or wand of jump) to boost jump checks (and then figure out how to fly). Hidden weapons and knife master will ensure that you always have a trick up your sleeve, and underhanded will make those tricks hit hard, especially after lvl7. Is there anything that I may have overlooked? Maybe someone knows a way I can optimize. edit: moved rogue to a spoiler to reduce the "wall of text" effect
So I've been looking through the forums and guides, and I find a lot of support for taking the quickdraw feat early. Now it seems to me that the feat provides a very minimal bonus before level 6 (for full BAB classes)and level 8 (for 3/4 BAB classes). Why is this? let's read the feat
Quickdraw :
Quick Draw (Combat) You can draw weapons faster than most. Prerequisite: Base attack bonus +1. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Unless I missed something big, there is no benefit to this feat at all unless you get more than one iterative attack. You can draw a weapon as a move action, and then use your standard action to attack, or draw for free as part of a move, and then attack as a standard action. The only cases in which I could see this being useful before level 6 (or 8)is if a 3/4 class were able to take it at level 1 (which they can't. BAB +1 prerequisite) , or an archer with rapid shot wanted to be able to make a full attack in the first round of combat(in which case, the utility and focus of the feat is rather weak IMO). After level 6 (or 8) this feat gets a lot more use for certain builds. Like to throw weapons? this is the feat for you! Like to fire arrows until your enemy is 5 feet away? Then this is your feat as well! From an optimization standpoint, unless you like to stand still and throw things, the feat would be better spent somewhere else. Have I missed something? Are there good uses for quickdraw that I have overlooked? |