He can cast Charm Person or Animal, and that is honestly about as powerful an offensive spell as he's got as yet. I'm still sort of struggling to get the most out of the Druid. But the Priest of Helm Silenced the Thayans. So the first wizard got off a Horror spell that the Inquisitor failed to save against. I'm not meta-gaming the combat encounters. The Red Wizards in the so-called 'Spider Wood' (AR3000) were easily defeated, once again using Silence. Protector of the Second studded leather +2, buckler, regular sling bullets, sling +1, Club +1 Plate mail, large shield, regular darts, 14 Darts of Wounding Zalektra - Assassin 2/Fighter 3 (about to level) Plate mail, large shield, Ashideena, Ring of Holiness Splint mail, Senses of the Cat (boots), Chelsey Crusher Telbar's studded leather +2, Boots of Stealth, two regular battles axes, Dagger of VenomĪnkheg armor, regular greatsword, Varscona, Harrower I'm about to take on the four Red Wizards next to Pelvdale. The half-orc Barbarian now with the Chelsey Crusher is regularly chunking enemies.Īnd I can now begin to use the WS/Thief as planned: backstab with just Dagger of Venom, then switch to dual-wielded axes. The Assassin/Fighter Grandmaster in Darts is a total killing machine, even just with regular nonpoisonous darts. The assassin band in Gullykin also had their spellcasting neutralized by Silence (although one caster did cast Rigid Thinking (? Dire Charm? whichever, he wandered off confused) on the protagonist. (The Assassin/Fighter especially put the hurt on him with her darts.) So the combat scripting for Karhk should be really improved in a patch, eventually. So the party basically just beat him down as the PC ran rodeo clown circles around him. All the while he ignored attacks from the other party members that I kept positioned between the PC and him. ![]() Stripped of his buffs and unable to spellcast the ogre-mage stubbornly chased CHARNAME around with his katana. Karhrk was disappointingly easy to defeat with Dispel and Silence. ![]() (Unless a magical item is described as divinely enchanted (or that may be easily surmised), or if I roll a 3 with a 1d3 for an item that could possibly be divinely enchanted, the party may not use or sell it.) I slowly but surely raised the cash for it by selling mundane gear and gems although I did also sell a halberd +1 and flail + 1 according to the guidelines I've established. ![]() The WS/Thief now finally has the Dagger of Venom. Now still in chapter 3 with perhaps a little less than half the countryside side-questing done, I have both class skills active for both my two multis, i.e., the WS/Thief and the Assassin/Fighter. So this is proving to be an interesting and entertaining game to play, although the tactical challenges resulting from having no arcane magic and (very!) limited magical item use really have not been all that great.
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