crpgnut wrote:I really liked the ambush with the trolls and gorgons. Gorgons are the reload creature in the game. If it petrifies your wizard, the game is over. Only a wizard can deal with petrification and they generally have lousy fortitude saves. If I was going to play a 2nd time through, I might try two clerics and two wizards. With spells, clerics can be decent tanks. If you made wands that cast prayer, shield of faith, divine might, etc. and had the wizards haste the party it could be doable.
I played this party. It's not *doable* it's vastly superior. Improved Initiative + high Dex on your mages means you'll start every combat with say 2 fireballs. All the buffing is quicker, say you need Mass ProEvil, Mass Deathward, Haste, all doable in the first round and still a wizard able to cast an offensive spell. The spider fight early on at lvl 3: just 2 soundbursts and sleep and then coup the grace the spiders. And so on, this party really rocks.
Darthcast wrote:I've enchanted the cold-iron halberd... Afterwards, I faced the iron golem at the northernmost town. He was easy to beat without an uber adamantite weapon, so I guess it was the right choice.I played this party. It's not *doable* it's vastly superior. Improved Initiative + high Dex on your mages means you'll start every combat with say 2 fireballs. All the buffing is quicker, say you need Mass ProEvil, Mass Deathward, Haste, all doable in the first round and still a wizard able to cast an offensive spell. The spider fight early on at lvl 3: just 2 soundbursts and sleep and then coup the grace the spiders. And so on, this party really rocks.
This sounds really interesting. Could you describe the party a little (stats, feats...) How were the later party of the game with your party?
crpgnut wrote:I really liked the ambush with the trolls and gorgons. Gorgons are the reload creature in the game. If it petrifies your wizard, the game is over. Only a wizard can deal with petrification and they generally have lousy fortitude saves. If I was going to play a 2nd time through, I might try two clerics and two wizards. With spells, clerics can be decent tanks. If you made wands that cast prayer, shield of faith, divine might, etc. and had the wizards haste the party it could be doable.
VentilatorOfDoom wrote:Especially the late part was way easier than normal, like the fight vs Big Red. The only thing is: you can't use slaying arrows since noone has bow prof. Normally you would take elf to circumvent this:-)
VentilatorOfDoom wrote:However it doesn't matter much, you just sell all those arrows for quite some gold since they're expensive. Also I found that they're really only useful against golems or when you're attacked by many humans. The others work not reliable enough, since the target like outsiders or dragons have too high fort saves.
One cleric I made to a melee guy with high STR, increased WIS to 20 all other points into STR. Weapon Focus Wand, Cleave, Great Cleave. I made him a Divine Power wand, adamantine +4 destruction & holy. Scribe Scroll for both Clerics, Improved Initiative, Superior Concentration, Greater Spell Penetration. The second caster-like cleric also had still spell. Other than that crafting feats.
The halfelf wizards were almost identical except different crafting feats. At lvl 18 one took Forge Ring and the other widen spell.
Improved Initiative, Superior Concentration, Greater Spell Penetration, Greater Focus Enchantment, Still, Empower and crafting feats.
I think it was that order:
Superior Concentration,Improved Initiative,enchant wand/enchant weapons&armor, spell penetration, still, greater spellpenetration, focus ench. , greater focus enchantment, empower etc something like that. I even took Weapon Focus ranged touch at lvl20 I think.
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