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Author Topic: Handeling the WLD the CO way  (Read 2776 times)
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JaronK
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« Reply #60 on: October 12, 2009, 02:32:10 PM »

This simply means that you went the wrong way.  This is the dungeon's way of telling you to "go the other way".

Eh, we just went through a secret door.  That's a pretty nasty way of saying it!

As for spellthieves, they're only good in WLD when working with a Factotum.  Otherwise, why bother with a spellthief?

JaronK
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Brainpiercing
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« Reply #61 on: October 12, 2009, 04:03:28 PM »

Eh, we just went through a secret door.  That's a pretty nasty way of saying it!

As for spellthieves, they're only good in WLD when working with a Factotum.  Otherwise, why bother with a spellthief?

JaronK

He said it, for the Warlock. (This is not to say that warlocks aren't piss-weak. Well, IMHO they are. Smile.)
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JaronK
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« Reply #62 on: October 12, 2009, 05:59:57 PM »

That's the thing though... you'd probably be better off with another Warlock.  Spellthief really doesn't add anything to the equation there, especially since so few of the monsters you'll fight can have spells stolen from.  With a Factotum it's a whole other ball game because the Factotum/Spellthief combination gives you unlimited use of all the Factotum's spells.  With a Warlock, you had that anyway.

JaronK
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JaronK
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« Reply #63 on: October 12, 2009, 10:08:50 PM »

You know, one hilarious way to get through this dungeon would be a Dragonborn Water Orc Commoner 1/Crusader X/Henchman Y.  Take Infested with Chickens and Tasty.  Max out your defensive abilities (Dragonscale Husk might be wise).  Everything has to attack you, but you're hard to hurt, and meanwhile your chickens make awesome trap detection.  Also, you can carry the party's stuff.  Just a thought, but I think it would work...

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Alastar
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« Reply #64 on: October 12, 2009, 10:13:12 PM »

Love it Wink

We will call him.... nodwick...
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Keldar
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« Reply #65 on: October 12, 2009, 10:23:51 PM »

Traps should be easy to deal with, just need two simple things.

1) Log.  Seriously, the classic roll a log down the hall will deal with rare mechanical trap.  Plus a log can be handy for blockading doors to rest or battering down doors, particularly unlocked ones at range to draw something out to trigger traps for you.

2) Detect Magic.  If every damn trap only goes off for something living, it must be magic, therefore easy enough to find with Detect Magic.  You just need enough Detect Magic to get around for the day.  Dealing with the trap once found may be a problem, but you could always summon Fiendish Squirrels, or whatever, to set off the traps and count on them dying to avoid the summoning issues.  That or turn the liability of the trap into a weapon against the dungeon's denizens.

Everyone should try to come into the WLD with a masterwork family heirloom.  Being basically incapable of item crafting inside, and left up to the whims of an author that seems to take issues with players for gaining equipment, the feat Ancestral Relic seems like the best way to get at least one important piece of equipment.  Plus it deals with all the loot you would otherwise have to leave to rot.
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Lycanthromancer
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« Reply #66 on: October 12, 2009, 10:35:01 PM »

Take an artificer? Drain the useless items dry and replace them with ones you actually want.
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Anklebite
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« Reply #67 on: October 12, 2009, 10:48:38 PM »

Take an artificer? Drain the useless items dry and replace them with ones you actually want.
wasn't there a line about some absurdly overpowered weapons right at the front entrance? only unusable because of size restrictions?

drain one and put the sizing enchantment on the other 
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« Reply #68 on: October 12, 2009, 11:55:07 PM »

Traps should be easy to deal with, just need two simple things.

1) Log.  Seriously, the classic roll a log down the hall will deal with rare mechanical trap.  Plus a log can be handy for blockading doors to rest or battering down doors, particularly unlocked ones at range to draw something out to trigger traps for you.

There are stats for a Caber in Masters of the Wild...
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PhaedrusXY
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« Reply #69 on: October 13, 2009, 12:12:26 AM »

Take an artificer? Drain the useless items dry and replace them with ones you actually want.
wasn't there a line about some absurdly overpowered weapons right at the front entrance? only unusable because of size restrictions?

drain one and put the sizing enchantment on the other 
Yeah, someone mentioned earlier in the thread that there is a dead titan with two +5 items with a line about not letting the PCs resize them.
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

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Anklebite
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« Reply #70 on: October 13, 2009, 12:13:49 AM »

Take an artificer? Drain the useless items dry and replace them with ones you actually want.
wasn't there a line about some absurdly overpowered weapons right at the front entrance? only unusable because of size restrictions?

drain one and put the sizing enchantment on the other 
Yeah, someone mentioned earlier in the thread that there is a dead titan with two +5 items with a line about not letting the PCs resize them.
seems like a helluva time for titan bloodline.  "whelp, sure is lucky that I can wield specifically gargantuan warhammers, cause lookit what I found!" 
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« Reply #71 on: October 13, 2009, 12:14:15 AM »

Also, the magical traps are often on a reset pattern of (next round)
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PhaedrusXY
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« Reply #72 on: October 13, 2009, 12:18:39 AM »

I think Keldar has a really good point about Detect Magic. That + the Unseen Servant trick I mentioned earlier should surely get most of them, right?
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
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