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Hello,
My fellow PCs are intrigued by the adventure "Tomb of Horrors" and are willing to use level-appropriate characters only for that. Now, There are three people plus me, the DM. The adventure states it is for: "Four to Six 9th Level Characters". I need the best possible character classes (Core only), with races (Core Races and Monster Manual Subraces). They can be especially made for the occasion.
Summing it up:
-Tomb of Horrors
-3.5
-3 PCs
-Any level
-Core Classes
-Core Races and Subraces
-Appropriate for the adventure. (I will not be merciful, but still want them to have a chance)
-Appropriate level starting gold
If you do not want to do this, at least reply any experiences or tips about Tomb of Horrors.
Hello,
My fellow PCs are intrigued by the adventure "Tomb of Horrors" and are willing to use level-appropriate characters only for that. Now, There are three people plus me, the DM. The adventure states it is for: "Four to Six 9th Level Characters". I need the best possible character classes (Core only), with races (Core Races and Monster Manual Subraces). They can be especially made for the occasion.
Summing it up:
-Tomb of Horrors
-3.5
-3 PCs
-Any level
-Core Classes
-Core Races and Subraces
-Appropriate for the adventure. (I will not be merciful, but still want them to have a chance)
-Appropriate level starting gold
If you do not want to do this, at least reply any experiences or tips about Tomb of Horrors.
Thanks you!
If you aren't being merciful then you should open up the choices... Core only? Ouch...
The party has 3 choices for PCs (you said you weren't holding back)... Saay.. Level 12? Ish...
Cleric
Wizard
Druid
I would have said a Rogue but he died in the first room 3 seconds ago.
All of these will be using summons to get through Tomb of Horrors so it should be a cake walk.
Good luck!
__________________
Official clergy member of the church of Thor the Electric Hate
Yea, divinations, pets, summons... you want to focus on those as much as possible. Have them all have lots of trained animals, have a bunch of divinations prepared, have a bunch of summons prepared...
So the suggestions being pointed out are basically on how to ignore the Tomb of Horrors and its inherent dangers.
Is that what your group is actually looking to do, or are you looking to give them a fighting chance but still be able to actually enjoy the lethality of the Tomb?
"Here are three Experts. You have 100 points. Every time you die and replace a character with another, I deduct 10 points. If anyone gets to 0 points, the game is over for them. Based on how many points you have at the end, I will give you a different reward in your real campaign."
Three barbarians with maximum HP and some bloodline or other supernatural ability to regenerate - carrying around something that negates magic preferably. Then have them smash and trash everything they find. That might be fun, of cause you could just have them walk around the island, fail to find the opening (having them not have shovels helps in this matter) and then send them off to go kill bandits or something instead?
Ultimately, although the tomb is a piece of history and a 'classic', its been rehashed many times over from the original, and the original was meant to kill as many people as possible as so to be able to define a "winner" - which is not how most people play the game any more.
Imo, it's best played with a random group of PCs (who are 'backed up' so their deaths wont count) where the players don't know exactly what they're about to face or are expecting the high level of deathtrap/gygaxian 'logic' the tomb contains - and then run for laughs only. Anything else will either be a pointless waste of time due to short-circuiting the tomb with cheap tricks, or get the players mad and have them complain it was a waste of time due to their inevitable meaningless and unavoidable deaths.
Eh, the 3.5 version of the tomb is pretty scaled down, and is level-appropriate. Though, if you were open to core classes with non-core ACFs, I think a Dungeon Crasher Fighter 6/Trapkiller Barbarian 3 could be interesting as one of the characters. He wouldn't last too long, but he would be fun.
__________________ Xykon avatar by Elagune. Innistrad, coming soon to a D&D 3.5 game near you!
You could start them all at level 10 instead of 9, which would give them an average party level of 9.2. Or give them higher point-buy, like 32 instead of 25.
You are looking at Cleric, Druid, and Wizard for this, most likely. They're not just the best classes for Tomb, they're the best core classes period. Dwarves are decent for their extra hp and fort from the con boost, and charisma doesn't hurt them too much (except maybe the cleric for turn undead, still not that big a deal).
Summons are important. You'll want to summon monsters and nature's allies to trip traps. Get an 11 foot pole.
"Here are three Experts. You have 100 points. Every time you die and replace a character with another, I deduct 10 points. If anyone gets to 0 points, the game is over for them. Based on how many points you have at the end, I will give you a different reward in your real campaign."
Nice, might try this out someday.
__________________
Official clergy member of the church of Thor the Electric Hate