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I'm running the Co8 mod pack with new content.
My party of 5 level 11 characters just wiped out the white dragon that is now listed in my logbook as CR 19.

The big secret? Stinking Cloud!
This spell prevents enemies from attacking, casting and using items.
Lvl 2: Charm Monster. Use it to charm those Bugbear elites, then find a strategic bottleneck doorway somewhere and have your charmed tank take out a whole room of enemies solo (I used this to fight my way out when I joined the bandits to infiltrate the temple and inadvertently found myself lead blindfolded down to the fire-temple without knowing the way out !!!).

Lvl 4: I liked Fireball because it has a range of several hundred feet. Also there is a spell or artifact that allows you to take control of the Earth Elementals you encounter (can't remember if it was called Charm Elemental or another).

So remember down in level 4 of the temple that REALLY long corridor leading to the arch evil-fighter-dude and a bunch of his evil henchmen? Stand at the far end, then just send your Elemental tanks down the corridor to spot for targets, then launch fireballs till everything living in the boss chamber resembles charred meat-pie.
Post edited March 10, 2014 by Dreamteam67
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Dreamteam67: Lvl 2: Charm Monster. Use it to charm those Bugbear elites, then find a strategic bottleneck doorway somewhere and have your charmed tank take out a whole room of enemies solo (I used this to fight my way out when I joined the bandits to infiltrate the temple and inadvertently found myself lead blindfolded down to the fire-temple without knowing the way out !!!).

Lvl 4: I liked Fireball because it has a range of several hundred feet. Also there is a spell or artifact that allows you to take control of the Earth Elementals you encounter (can't remember if it was called Charm Elemental or another).

So remember down in level 4 of the temple that REALLY long corridor leading to the arch evil-fighter-dude and a bunch of his evil henchmen? Stand at the far end, then just send your Elemental tanks down the corridor to spot for targets, then launch fireballs till everything living in the boss chamber resembles charred meat-pie.
I don't think you understood my post.
Fireball (a level 3 spell) does only 10d6 max. That's 35 damage per cast on average. A CR19 monster with 450+ hitpoints is not going to be impressed by it.
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Dreamteam67: Lvl 2: Charm Monster. Use it to charm those Bugbear elites, then find a strategic bottleneck doorway somewhere and have your charmed tank take out a whole room of enemies solo (I used this to fight my way out when I joined the bandits to infiltrate the temple and inadvertently found myself lead blindfolded down to the fire-temple without knowing the way out !!!).

Lvl 4: I liked Fireball because it has a range of several hundred feet. Also there is a spell or artifact that allows you to take control of the Earth Elementals you encounter (can't remember if it was called Charm Elemental or another).

So remember down in level 4 of the temple that REALLY long corridor leading to the arch evil-fighter-dude and a bunch of his evil henchmen? Stand at the far end, then just send your Elemental tanks down the corridor to spot for targets, then launch fireballs till everything living in the boss chamber resembles charred meat-pie.
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gnarbrag: I don't think you understood my post.
Fireball (a level 3 spell) does only 10d6 max. That's 35 damage per cast on average. A CR19 monster with 450+ hitpoints is not going to be impressed by it.
Doesn't matter when the monster can't see you nor fight back, because you are casting it from 300 ft away. The OP-ness about fireball is the range, not the damage.

And my other point is basically Charm is the only spell you will need to clear the first two levels of the temple, because the Bugbear elites are quite tough hombres, making it one of the most powerful spells available at that point.

IIRC the leaders of the Earth and Water temples can cast dispel magic, so best not to attack them with charmed Bugbears. But you can clear the Water temple with fireballs per my original post by attacking through the large doors from the north east.
Post edited March 10, 2014 by Dreamteam67
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gnarbrag: I'm running the Co8 mod pack with new content.
My party of 5 level 11 characters just wiped out the white dragon that is now listed in my logbook as CR 19.

The big secret? Stinking Cloud!
This spell prevents enemies from attacking, casting and using items.
Stinking Cloud is pure awesome! Mix it with web and cloudkill for total carnage. I had a conjuration specialist wizard who basically wiped the floor with Hedrick's forces by spamming these spells.
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Dreamteam67: Doesn't matter when the monster can't see you nor fight back, because you are casting it from 300 ft away. The OP-ness about fireball is the range, not the damage.
Yup, fireball is an artillery weapon, striking from well outside of retaliation range for most creatures. Of course, it's distinctly lackluster at your typical close-range combat. That said, line of sight in ToEE isn't good enough for you to really capitalize on this, but the lack of line of effect requirements can let you do some funny stuff with it at times.
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Dreamteam67: And my other point is basically Charm is the only spell you will need to clear the first two levels of the temple, because the Bugbear elites are quite tough hombres, making it one of the most powerful spells available at that point.
Bugbears are humanoids, so unless there's some ToEE-specific exemption or misclassification you should be able to charm them with the 1st level charm person spell.

In any case, it's amusing that you can basically get a domination effect from the much lower-level charm spells. Hooray for vaguely-worded PnP spells transitioning to concrete CRPG implementations!
Yes, being dropped into a random location in the dungeon without knowing the way out was probably the best role-play experience I had during the whole game, the closest thing to the type of anything-can-happen possibilities that an actual DM brings to a FtF game. It happened during my first play-through as well, so I really had no idea where to go or what to expect. At that point, rather than just being another dungeon crawl, it felt more like an epic role-play of the Dirty Dozen. The challenge of getting the group out alive was pretty intense!

Then of course it happened again after I joined the Earth faction and was lead blindfolded down to lvl 4 to meet the boss. Total facepalm :D
Post edited March 10, 2014 by Dreamteam67