Posting mode: Reply
Password(Password used for file deletion)
  • Supported file types are: GIF, JPG, PNG
  • Maximum file size allowed is 3072 KB.
  • Images greater than 250x250 pixels will be thumbnailed.
  • Read the rules and FAQ before posting.
  • ????????? - ??

  • File : 1299254825.png-(107 KB, 371x600, wights.png)
    107 KB Anonymous 03/04/11(Fri)11:07 No.14125329  
    You have been tasked to destroy 33 wights. They are in a 15' x 55' room, with two outward opening doors (per pic). They will remain in stasis until the doors are open or they are otherwise alerted to your presence, at which point they will attack. Retreat from the mob of disturbed wights is possible, but very difficult.

    You have the resources of a party of no more than 6 characters who are level 2-3. At most you may have two clerics, only one of whom is geared toward turning (at this level, that still means destroying at most 3 of the wights 1/day, and making 1-3 flee otherwise). You have no magical items, and no more than 300 gp (with holy water at 25 gp/bottle).

    Can you destroy 33 wights without getting level-drained into a dried husk, /tg/?
    >> Anonymous 03/04/11(Fri)11:08 No.14125334


    >> Anonymous 03/04/11(Fri)11:09 No.14125341
    Wight stats, for reference.

    Holy water stats, for reference. The 25gp/bottle is part of the casting cost.
    >> Anonymous 03/04/11(Fri)11:09 No.14125345

    >Level 2-3 characters

    >Reading FAIL
    >> Morrowindfag 03/04/11(Fri)11:10 No.14125346
    Playing pathfinder?
    Yeah we can do this shit. Teamwork feats and shit. This should be fun
    >> Anonymous 03/04/11(Fri)11:11 No.14125352
    Arcane lock on both doors.
    Bang on them.

    Wait for wights to starve to true death.
    >> Anonymous 03/04/11(Fri)11:11 No.14125354
    bump for interest
    >> Anonymous 03/04/11(Fri)11:11 No.14125357
    Don't wights get destroyed by sunlight?

    Dig a hole in the roof.
    >> Morrowindfag 03/04/11(Fri)11:12 No.14125359
    Everyone plays Necropolitans, everyone is immune to level drain. This will be a breeze.
    Or everyone play zombies, immune to leveldrain, they can't punch through our DR; we can punch through theirs.
    >> Anonymous 03/04/11(Fri)11:13 No.14125367
    Based on the referenced stats, this is pretty clearly 3.5
    >> Glutton 03/04/11(Fri)11:13 No.14125377
    How much oil can I buy with that? (Is it 300gp total, or 300gp per character? It's the difference between 300 and 1800gp, which is a huge difference. )

    If anything, cover everything in oil, knock on door, run, light oil...

    >> Anonymous 03/04/11(Fri)11:14 No.14125379
    They do not, in fact.
    >> Anonymous 03/04/11(Fri)11:15 No.14125383
    ... which would be why everything he mentioned is in 3.5, but not 2e or 4e
    >> Anonymous 03/04/11(Fri)11:15 No.14125385

    Stats on Oil: http://www.d20srd.org/srd/equipment/goodsAndServices.htm#oil
    >> Anonymous 03/04/11(Fri)11:16 No.14125394
    Spell doesn't last long enough, and isn't powerful enough. I think it's called Close Portal too, but been a while since 3.5 for me.
    >> Anonymous 03/04/11(Fri)11:18 No.14125399
    >1d3 points of damage per round
    That's IT?

    >Wight stats: 26 hp
    >> Anonymous 03/04/11(Fri)11:18 No.14125400
    buy a heard of cows

    open the doors, rush your cows towards the wights

    >> Anonymous 03/04/11(Fri)11:18 No.14125402
    You're thinking of vampires.
    >> Anonymous 03/04/11(Fri)11:19 No.14125406
    Dynamite. Lots of dynamite.
    >> Anonymous 03/04/11(Fri)11:19 No.14125407
    >Arcane Lock
    >permanent duration
    >+10 to break DC
    >wights are no stronger than regular humans
    >their slam attacks can't beat wood's hardness

    >> Anonymous 03/04/11(Fri)11:20 No.14125410
    Lock doors. Knock and run the fuck away. Let the city deal with them.
    >> Anonymous 03/04/11(Fri)11:20 No.14125411
    glyph of warding

    few days of casting all over the place

    open the doors
    >> Anonymous 03/04/11(Fri)11:20 No.14125413
    Buy x number of stone blocks, build partial wall in front of each door so that the wights can't attack through the wall but the PC can use spells, ranged attacks and reach weapons to hit the wights.

    Use pole with hook to open doors.

    Shoot fish in barrel with bows, longspears, and spells. If the wights somehow start breaking through wall, unlikely given that they have crap damage and can't bypass hardness then run like crazy.

    Should be pretty simple actually.
    >> Anonymous 03/04/11(Fri)11:21 No.14125416
    Tie ropes to doors
    Build a barricade
    Give everyone ranged weapons
    Open doors with ropes
    Spend the next few hours shooting them
    >> Anonymous 03/04/11(Fri)11:22 No.14125422
    Six level 2 psychic warriors with improved trip, spiked chains, and the Expansion power.
    >> Anonymous 03/04/11(Fri)11:22 No.14125423
         File1299255757.jpg-(68 KB, 754x585, wight.jpg)
    68 KB
    Well, if we already know there's going to be 33 wights behind the door, then we obviously have to Batman the hell out of the scenario. Arm everyone with longspears and crossbows, dig a deep, at least 5x5 pit before the door, and hang a spiked log swing from the ceiling, prep oil flasks...

    But still, I have to say that wights are propably my all-time favorite low level monsters. Not because of the level drain or that stuff, but because they have a hide modifier of +8 and move silently modifier of +16, making them pretty much the ultimate low-level pants-browner.
    >> Anonymous 03/04/11(Fri)11:22 No.14125424
    Still doesn't make them starve to death, though it's a damn good idea.
    >> Anonymous 03/04/11(Fri)11:23 No.14125427
    Of if you're looking for something more practical than dynamite, just build barricades in the hall that you can shoot through and they can't push over. Then leisurely shoot them to death. Burning arrows and oil is optional. But if you can construct suitable barricades, you could have a lot of fun with it. Make a barbecue/party out of it. Bring ale, have contests, grant points for pinning multiple wights together. Or set up elaborate traps. I'd go for a boulder Indiana Jones style, but a cave in should work as well.
    >> Anonymous 03/04/11(Fri)11:24 No.14125432
    You know, one thing about wights - "Int 11, Wis 13, Cha 15".

    They're likely to be smarter than your average adventurer, for chrissakes. What are the odds that all 33 wights are just going to jump into traps or barricades like that?
    >> Anonymous 03/04/11(Fri)11:25 No.14125434
    ...how much hp does the walls have?
    Or, you know, anything holding up the roof over them?

    Just out of curiosity, here
    >> Anonymous 03/04/11(Fri)11:26 No.14125438
    Walls are granite, as is floor and ceiling.
    >> Anonymous 03/04/11(Fri)11:26 No.14125439
    I always forget that D&D undead don't work like any other undead.

    In any case, it's no longer your problem, but the next group of adventurers that manages to open one of those doors will probably learn the true meaning of regret.
    >> Anonymous 03/04/11(Fri)11:26 No.14125442
    >build partial wall in front of each door
    >with two OUTWARD opening doors
    No dice there kid.
    >> Anonymous 03/04/11(Fri)11:27 No.14125445
    Bonus Silly Points: Two of the warriors are instead dual-wielding whip specialists who do nothing but stay in the back and make trip attacks with 30-foot reach and a bonus of at least +4 (due to expansion).
    >> Anonymous 03/04/11(Fri)11:28 No.14125452
    Nevermind then.

    ...Unless there was a way to quietly chip at them until they're barely held together, and then simultaneously destroy the stuff holding the roof up on that area.

    Then, you do so at a given signal, and poof.
    No more wights.
    >> Anonymous 03/04/11(Fri)11:30 No.14125456
    Why not just channel magma into the chamber and be done with it.
    >> Anonymous 03/04/11(Fri)11:32 No.14125464
    Just build the wall a bit back, and leave holes for the wights to reach through, and tie a string to the door to open it.

    Declare an aimed shot at any body part that lunges through the holes, and shoot them if they don't.
    >> Anonymous 03/04/11(Fri)11:33 No.14125470
    >They will remain in stasis until the doors are open
    Don't open the door.

    My third level Druid casts Soften Earth and Stone on the granite wall, then my other characters create a hole in the softened portion. The party then kills the wights one by one while they're held in stasis while the door remains shut.
    >> Anonymous 03/04/11(Fri)11:34 No.14125475
    Because this isn't Dwarf Fortress and there doesn't seem to be magma nearby.

    On the other hand, the 6 psychic warriors with spiked chains trick would work. Works even better if all six are human and take combat reflexes as a bonus feat.
    >> Anonymous 03/04/11(Fri)11:35 No.14125478
    Here is the plan.

    Arcane lock on both doors.
    Take your time building two stone walls behind those doors, while characters use their profession skills to make coin.
    Use a drill to make 2-inch wide ventilation holes in the stone walls.
    Use your remaining funds to purchase oil.
    Pump oil into the room, until sufficiently coated.

    Disco inferno.
    >> Anonymous 03/04/11(Fri)11:36 No.14125484
         File1299256564.jpg-(108 KB, 400x563, Allip.jpg)
    108 KB
    Guys... what if there were 33 Allips in the room?

    Roll will save
    >> Anonymous 03/04/11(Fri)11:36 No.14125487
    >or they are otherwise alerted to your presence

    >> Anonymous 03/04/11(Fri)11:37 No.14125491
         File1299256633.jpg-(50 KB, 300x300, horatio1.jpg)
    50 KB
    Clearing out a room like that, you'll need to have...
    >> Anonymous 03/04/11(Fri)11:38 No.14125496
         File1299256689.jpg-(27 KB, 460x299, horatio2.jpg)
    27 KB
    The wight stuff.
    >> Anonymous 03/04/11(Fri)11:38 No.14125497
    >> Anonymous 03/04/11(Fri)11:38 No.14125500
    If that's the case, we'll create murder holes. Nuke and arrow while the wights are unable to attack.
    >> Anonymous 03/04/11(Fri)11:41 No.14125508
    Are wights immune to sleep?
    >> Anonymous 03/04/11(Fri)11:41 No.14125509
    Can't we just collapse the floor above them?
    >> Anonymous 03/04/11(Fri)11:42 No.14125514

    sleep only works on Humanoids

    >paroad Kalish,
    no, Captcha. they can't afford and Apparatus of Kwalish
    >> Anonymous 03/04/11(Fri)11:42 No.14125516

    Setting up murder holes is probably quite loud, and nuking/arrowing them would probably alert them to your presence.
    >> Anonymous 03/04/11(Fri)11:43 No.14125519
    They're undead bro.
    >> Anonymous 03/04/11(Fri)11:43 No.14125520
         File1299257021.jpg-(29 KB, 267x400, terrified1.jpg)
    29 KB
    >33 chances to be hypnotized for 2d4 rounds
    >33 chances to be drained of 1d4 wisdom in one round
    >mfw the entire party is reduced to mindless husks
    >> Anonymous 03/04/11(Fri)11:45 No.14125529
    Doesn't matter. They can be alerted to my presence. I don't give a shit because they can't get to me.

    Meanwhile, I'm able to kill them through the murder holes.
    >> Anonymous 03/04/11(Fri)11:47 No.14125536
    Are you saying 33 murderous wights can't get through two simple doors?
    >> Anonymous 03/04/11(Fri)11:47 No.14125539
    I would dig a very, very, very big ditch. Two clerics and four full-BaB characters (fighter, whatever) with bows. Get a wooden plank or whatever. Someone knocks on the door, sprints back across the plank. Plank goes up, wights go down, shoot them all to death. On the off chance any of them claw up, the clerics are there to channel them out of existence.

    Any spare money would be spent on holy water or whatever.
    >> Anonymous 03/04/11(Fri)11:50 No.14125555

    They are weak as fuck. 1d4 isn't breaking wooden doors in D&D. They are easily ignored.

    The only thing dangerous about Wights is lolleveldrain. Just take a race that is immune to that.
    >> Anonymous 03/04/11(Fri)11:51 No.14125559
    Granite floor.
    >> Anonymous 03/04/11(Fri)11:51 No.14125564
    Probably not. But for your intelligent, able to hear through solid walls of granite, spider-sense-tinglin' wights, I'll barricade, which won't be too hard, because you built the doors right across from a very solid wall.
    >> Anonymous 03/04/11(Fri)11:52 No.14125568
    The doors are unlocked, and working cooperatively (with aid another), they could break down a simple wooden door just as easily as a group of humans could even if they were locked.

    Arcane Lock on the doors, on the other hand, changes things.
    >> Anonymous 03/04/11(Fri)11:52 No.14125569
    Already been established that doesn't matter when you can cast Soften Earth and Stone.
    >> Anonymous 03/04/11(Fri)11:54 No.14125578
    They can hear sounds through doors, I do believe.
    >> Anonymous 03/04/11(Fri)11:55 No.14125580
    If they can break down the door, then Arcane Lock doesn't matter.
    >> Anonymous 03/04/11(Fri)11:56 No.14125584
    In stasis, but with their ears to the door?
    >> Anonymous 03/04/11(Fri)11:57 No.14125588
    >+10 to break DC
    >> Anonymous 03/04/11(Fri)11:57 No.14125589
         File1299257851.jpg-(85 KB, 371x370, Untitled.jpg)
    85 KB
    Level 3 Lesser Teifling Fighter with Fire Resist 5, Tower Shield(30gp), Scale Mail(starting equipment), Dodge, Greater Fortitude, Combat Expertise, and Toughness.

    Level three cleric casts Bear's Endurance and Resistance on the Fighter, and casts Bane and Consecrate. The Fighter stands at red dot. Mage casts Arcane Lock on door where the blue arrow points. Every round the Fighter full attacks and takes the full penalty from Combat Expertise, giving him +3AC. The Fighter has 10(base)+4(scale)+4(tower)+2(dex)+3(expertise)+1(dodge)=24 AC. With Bane and Consecrate, wights attack with 1d20+1, requiring them to roll a 20 to hit. The Fighter has a fort throw of +3(base)+4(18 con)+2(Bear's Endurance)+3(Great Fortitude)+1(Resistance)= +13, meaning he must roll a 1 to fail.

    So, one Cleric, one Fighter, one Mage, and the rest will be Druids with healing spells, the feats that let them shoot bows into melee, and spend the rest of the money (270gp) on Alchemist's Fire.
    >> Anonymous 03/04/11(Fri)11:58 No.14125593
    You don't need to put your ear against a door to hear sounds through it.

    Fuck, have you ever even read the rules for listen checks? Piss off, read them, and then come back before you make more of an ass of yourself.
    >> Anonymous 03/04/11(Fri)11:58 No.14125595
    Climb onto roof.

    Make a hole in the roof.

    Murder from above.
    >> Anonymous 03/04/11(Fri)11:59 No.14125597
    I like the way you think
    >> Anonymous 03/04/11(Fri)11:59 No.14125598
    15' x 33' room. Have 300gp, which is 30,000 sp, which is equivilent to 30,000 flasks of oil (1oz.)

    30,000 oz. of oil = 31.33 cubic feet, enough to fill the entire room to .8 inches in flammable liquid. For comparison, the 1d3 damage value is for pouring 1 oz of oil on a 5x5 square, which wouldn't actually be enough to cover the whole area in a thin film. Each square in this room now has the equivilant of 909 (truncated) flasks of oil on it.

    Arcane Lock the doors, drill small hole in the wall, and start pouring in the oil. If there's a room above the wights, drill down from there instead. Either way, after pouring in the last flask, drop an ember in behind it.

    Each square now takes 909d3.
    >> Anonymous 03/04/11(Fri)12:01 No.14125610
    And then the wights start moving past the fighter to fuck up the rest of the party.
    >> Anonymous 03/04/11(Fri)12:05 No.14125624
    With Protection from Evil he'd do even better. +2 to saves, +2 deflection bonus to AC.
    >> Anonymous 03/04/11(Fri)12:05 No.14125625
    Wights performs Bull Rush or starts a grapple. In fact, multiple wights can grapple the fighter, to the point where his 5% chance of gaining a negative level starts to look pretty significant.
    >> Anonymous 03/04/11(Fri)12:05 No.14125627
    >make hole in roof
    >sunlight kill wights
    >> Anonymous 03/04/11(Fri)12:06 No.14125628
    non magic fire is capped at 3d6 in 3.5
    >> Anonymous 03/04/11(Fri)12:07 No.14125634

    Huh, I thought they were mindless, turns out they have 11 INT.

    Have a Mage cast Enlarge Person on the Fighter. Problem solved.
    >> Anonymous 03/04/11(Fri)12:08 No.14125641
    Wouldn't that be 3,000 silver?
    >> Anonymous 03/04/11(Fri)12:08 No.14125642
    >make hole in roof
    >watch sunlight do nothing to them as you didn't read
    >> Anonymous 03/04/11(Fri)12:10 No.14125648
    Per turn, yes. But this will take longer than two turns to burn out - or at least, that's what I'd argue.
    >> Anonymous 03/04/11(Fri)12:10 No.14125650
    Actually it's 15' by 55', but I think the plan still works.
    >> Glutton 03/04/11(Fri)12:11 No.14125653
         File1299258672.jpg-(5 KB, 126x122, 1284184022435s[1].jpg)
    5 KB

    >All that math trying to act like a smartass math major or some shit
    >Fucks up basic metric system calculation
    >> Anonymous 03/04/11(Fri)12:11 No.14125655
    >multiple wights can grapple the fighter
    From that position, only one wight can grapple at a time.
    >> Anonymous 03/04/11(Fri)12:11 No.14125660
    Thought it was TWO size categories larger that you couldn't grapple.
    >> Anonymous 03/04/11(Fri)12:13 No.14125665
    Leave the dungeon. Seal entrance and possibly even ward it.

    Proceed to cash in on reward.
    >> Anonymous 03/04/11(Fri)12:13 No.14125667

    Trade Fighter Level 3 with Monk for free Improved Unarmed Strike, trade Toughness with Improved Grapple. Along with Enlarge Person, and one of the Druids casting Bull's Strength, this negates any real chance of this happening(wights are STR12).
    >> Anonymous 03/04/11(Fri)12:14 No.14125676

    The doors will burn as well.

    And, if the wights are pretty awesome, they'll coat the doors with the oil first and light it prematurely.
    >> Anonymous 03/04/11(Fri)12:14 No.14125678
    ... ... ...
    Yes it would. Forgot that sp>gp is 10, not 100.

    Okay, so crank all of that down by a factor of 10. We still have 90d3 damage, which is still overkill.
    >> Anonymous 03/04/11(Fri)12:15 No.14125686
    >And, if the wights are pretty awesome, they'll coat the doors with the oil first and light it prematurely.

    So they're able to see into the future? Geez, these wights are tough!
    >> Anonymous 03/04/11(Fri)12:15 No.14125687
    >> Anonymous 03/04/11(Fri)12:16 No.14125690

    Not sure about that, but I was more saying that the Wights would not have the ability to move past him without making an Acrobatics check, which they are very unlikely to make. In addition, he still has fucktons of AC and gets +4 to grapple checks due to size.
    >> Anonymous 03/04/11(Fri)12:16 No.14125693

    The wight enters the fighter space in order to start a grapple. Once the grapple succeeds, the two of them don't even count as threatening/blocking a space anymore.
    >> Anonymous 03/04/11(Fri)12:17 No.14125698
    I used US fluid ounces, not UK - so I'm not sure what metric system calculation you think I fucked up.

    On the other hand, I did forget that 1gp is 10sp, not 100. So I'm still an idiot.
    >> Anonymous 03/04/11(Fri)12:17 No.14125699
    Enlarge Person reduces your AC by 2 (-1 size, -1 for Dex penalty). Luckily someone mentioned Protection from Evil should be able to nix that.
    >> Anonymous 03/04/11(Fri)12:17 No.14125703
    >Hey Bob, the humans are pouring oil into this room.
    >Hmm.... I wonder what they could be up to?
    >> Anonymous 03/04/11(Fri)12:18 No.14125709
    Wights have a shitty bonus to hit, we solve this problem with buffing our armor class. At level 2 I think we can safely make it so that they'll need 20s to hit. We're going to get hit with some negative levels, but for the most part we can safely cycle people out to spread the pain.

    2 Clerics can burn their turns and use most of their spells on defensive buffs. I'll take a bulls strength on a fighter if its available. Two fighters, normally I like me some barbarians, but fighters get better armor. Two druids would be good too, they can crank out AC on their animal companions pretty well and have a lot of good touch spells, so lets go with two of those.

    It's going to be a slow fight, but one we can win, probably without taking a loss.
    >> Anonymous 03/04/11(Fri)12:19 No.14125715
    There are two doors. Also, if one wight successfully gets a hold of him it moves into his square, so another can take its place and initiate another grapple. Furthermore, after grappling into the fighter's square wights can leave the grapple on the other side and attack his vulnerable allies.
    >> Anonymous 03/04/11(Fri)12:20 No.14125724

    Assuming Consecrate and Bane work, they roll 1d20+1 against 24AC. Even with Enlarge Person, they still need a 20 to hit.
    >> Anonymous 03/04/11(Fri)12:20 No.14125725
    When I did the damage per square, I calculated using the squares and not feet (although I didn't show that)

    There's 33 squares in the room (3x11) and 3000 flasks of oil spread equally across it, which comes out to 90.9090...
    So I'll truncate it and say 90d3 per square, spread out over some X number of turns to be determined by the DM.

    Although all the calculations about how deep the oil is in the room is wrong, I'll give you that. But those were just for fun.
    >> Anonymous 03/04/11(Fri)12:21 No.14125727
    Read what I'm replying to.

    >In fact, multiple wights can grapple the fighter

    I'm saying, no, they can't. One wight at a time can attempt a grapple. To start a grapple, the wight has to make a successful melee attack. It's already been said that they need a 20 for a successful melee attack.

    You're also metagaming if the first thing you do is go for grapples.
    >> Necrobrotent 03/04/11(Fri)12:22 No.14125735
    Dig a hole in front of both of the doors.

    Open doors with ropes.

    Wights fall in holes.


    >> Anonymous 03/04/11(Fri)12:22 No.14125741

    Don't forget the Arcane Lock, even on crits they cannot break down a wooden door.
    >> Anonymous 03/04/11(Fri)12:23 No.14125746
    You know what the first thing I'd do if people started pouring oil into a room from the ceiling? Smear the door with oil. Most logical thing, really.

    It's in all the fire safety manuals.
    >> Naggarothian !!0S4L3hs2lkr 03/04/11(Fri)12:24 No.14125751
         File1299259467.jpg-(143 KB, 544x400, WTFAMIREADING.jpg)
    143 KB
    >Don't forget the Arcane Lock, even on crits they cannot break down a wooden door.
    >implying they could ever get a critical hit on an inanimate object
    >> Anonymous 03/04/11(Fri)12:24 No.14125754
    Succesful TOUCH attack.
    >> Anonymous 03/04/11(Fri)12:25 No.14125757

    >Light the doors on fire prematurely.

    >When the room is slowly filling with oil

    You just went full retard.
    >> Anonymous 03/04/11(Fri)12:25 No.14125758

    Joining a Grapple

    If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.

    If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.
    Multiple Grapplers

    Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.

    When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.
    >> Anonymous 03/04/11(Fri)12:25 No.14125762
    >[The wights] will remain in stasis until doors are open

    Let's not overthink this, gentlemen.
    >> Anonymous 03/04/11(Fri)12:26 No.14125771
    The first thing you would do is probably cry and die.

    The first thing I would do, and what the Wights would do if they were awesome, is work our 11 int to come up with a plan to get out of this mess.

    If breaking down the doors doesn't seem to work, burning them is not a bad idea.
    >> Anonymous 03/04/11(Fri)12:28 No.14125781
    You may reconsider that statement when you are covered in oil yourself.
    >> Anonymous 03/04/11(Fri)12:28 No.14125784
    It'll take you, on average, ten rounds to get that grapple.

    During this time, the entire party will be murdering every wight.

    Keep in mind, even if you manage to get a 20, he gets an opposed check. If he passes that, you just wasted a 20.

    Also, that every single grapple is going to provoke an attack of opportunity from the wight, which is why I doubt the wights would try it. Wights are pretty simple undead. They're going to just attack.

    In fact, given everything, grapple really isn't a smart strategy.
    >> Anonymous 03/04/11(Fri)12:28 No.14125786
    Yeah, actually I didn't read that part. My bad.
    However, the point remains that only one wight has to successfully initiate a grapple to seriously endanger the party. And the enlarged fighter only has a touch AC of 14.
    >> Anonymous 03/04/11(Fri)12:29 No.14125797

    Assuming they hit(1d20+1 against 16), don't die to the AoO(likely), they have a grapple check of +1. I have a grapple check of around 10 or so.
    >> Anonymous 03/04/11(Fri)12:30 No.14125801
    >You're also metagaming if the first thing you do is go for grapples.

    You can't use an effective strategy! METAGAMING! METAGAMING!

    "Dogpile" is not a tactic that requires four-dimensional awareness.
    >> Anonymous 03/04/11(Fri)12:30 No.14125808
    >If your target is already grappling someone else
    You're assuming the grapple lands.

    This means you need a 20.

    And the Fighter has to fail his opposed check.

    >If you lose, you fail to start the grapple.
    >> Anonymous 03/04/11(Fri)12:30 No.14125812
    I'd make the part all women, and have them go bribe a high-level adventurer with the gold and sex to go destroy the wights for them.
    >> Anonymous 03/04/11(Fri)12:30 No.14125815
    I've got plenty of room to drop and roll (you seem to forget just how large a 15x55 room is.

    More importantly, after greasing up the door with my glorious oil covered body, I'd stand pretty far back while my buddy wights light up the oil by smacking two rocks together.
    >> Anonymous 03/04/11(Fri)12:31 No.14125819
    Wights immediately coming up with a battle strategy is metagaming, bro.
    >> Anonymous 03/04/11(Fri)12:32 No.14125825
    They can't dogpile because he has them bottlenecked. They can try to either attack or grapple one wight at a time per round.
    >> Anonymous 03/04/11(Fri)12:32 No.14125828
    >> Anonymous 03/04/11(Fri)12:32 No.14125833
    Warlock, spam summon swarm
    >> Anonymous 03/04/11(Fri)12:33 No.14125838
    Each wight has 26 hit points, 15 AC and the usual Undead immunities. It will take significantly more than 10 rounds for a party of 5 level 3 adventurers to kill 30 wights-- that's at least 780 points of damage that has to be done.
    >> Anonymous 03/04/11(Fri)12:33 No.14125839
    When the battle strategy is "everyone jump on that guy in front of the door," I think you might be wrong. But even so, if you just let 2 or three wights try regular attacks first then it's justified anyway.
    >> Anonymous 03/04/11(Fri)12:34 No.14125845
    >Starting a grapple requires a successful melee attack roll.

    Say melee in my books, bro.
    >> Anonymous 03/04/11(Fri)12:34 No.14125850
    What do you not understand about "melee touch attack"?
    >> Anonymous 03/04/11(Fri)12:36 No.14125858
    You know, if that cleric is really tweaked out vs undead, say with the sun domain, just how much could we do with letting the wights into the consecrated room below and doing a turn undead with +6 to the roll?
    >> Anonymous 03/04/11(Fri)12:36 No.14125863
    Agreed. Not saying they'd never come up with the idea to grapple, but that's not the first thing they're doing. The first thing they'll want is a piece of the big meaty thing in front of them. Once they bash their heads against his armor, they're going to try for softer targets, sure.
    >> Anonymous 03/04/11(Fri)12:37 No.14125873
    It doesn't say touch at all.

    >Starting a grapple requires a successful melee attack roll.
    >> Anonymous 03/04/11(Fri)12:38 No.14125885
    "Melee attack" and "melee touch attack" are two different things.

    Grapples require melee attacks, not melee touch attacks.

    Grapple rules aren't that hard, bro.
    >> Anonymous 03/04/11(Fri)12:39 No.14125891
    Read further down.

    >> Anonymous 03/04/11(Fri)12:39 No.14125892
    >Step 2
    >Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.
    >melee touch attack to grab the target
    >> Anonymous 03/04/11(Fri)12:40 No.14125900
    You're an idiot.

    >> Anonymous 03/04/11(Fri)12:41 No.14125903

    You have one Fighter punching wights to death, and 5 other characters (that have not really been statted) with bows, could easily have 20 DEX, and a shit ton of Alchemist's Fire. They can put away 2-3 Wights a turn, no problem. It's possible that a wight may get multiple 20s in a turn, but unlikely.
    >> Anonymous 03/04/11(Fri)12:47 No.14125958
         File1299260846.jpg-(15 KB, 262x228, überleg_männchen.jpg)
    15 KB
    >Grapple rules aren't that hard, bro.
    said the person getting them wrong...
    >> Anonymous 03/04/11(Fri)12:50 No.14125995
    >They can put away 2-3 Wights a turn, no problem.
    Again, wights have 26 hp and 15 AC. Even with 20 dex, you have at least a 30% chance of missing altogether. You can't crit, and to kill 2 wights in one turn EACH CHARACTER would have to do just over 10 damage every turn
    >> Anonymous 03/04/11(Fri)12:51 No.14126004
    could a bunch of bards stack harmonic chorus to charm a high-level meatsack into slaying all the wights?
    >> Anonymous 03/04/11(Fri)12:54 No.14126027
    >I'd stand pretty far back while my buddy wights light up the oil by smacking two rocks together.

    What rocks?
    you're in a dungeon that is all granite.

    To make a successful sparker out of granite, you need a softer rock.
    >> Anonymous 03/04/11(Fri)13:00 No.14126061
    Correction: the wights will also have cover because of the giant fighter in the way, so that's +4 AC. Your archers now have a 50% chance at best of hitting. If the wights decide to do something other than just stand there and get shot, they can drop prone for another +4 AC or kneel for +2. Now your archers have a 60-70% chance of hitting. With a longbow, that's 1.8-1.35 damage per turn, on average.
    >> Anonymous 03/04/11(Fri)13:01 No.14126071
    If worse came to worse, and I didn't have any rocks, I'd kill one of my wight buddies, and use his hair, sinew, and bones to create a friction bow drill to start the fire.

    That's something an intelligence 9 person could come up with.
    >> Anonymous 03/04/11(Fri)13:02 No.14126075
    60-70% chance of NOT hitting*
    >> Anonymous 03/04/11(Fri)13:03 No.14126084
    You can bring in rocks from the outside.
    >> Anonymous 03/04/11(Fri)13:03 No.14126085
    >Scroll of geonocide
    >> Anonymous 03/04/11(Fri)13:04 No.14126093
    >> Anonymous 03/04/11(Fri)13:05 No.14126098
    GM fiat. Hey, I'm bullshiting everything else.
    >> Anonymous 03/04/11(Fri)13:06 No.14126103
         File1299261996.jpg-(60 KB, 400x331, 1288120011574.jpg)
    60 KB

    And thats going to take how long?
    >> Anonymous 03/04/11(Fri)13:08 No.14126115

    Welp, looks like I'm running the game for the rest of the night. AGAIN. Every goddamn time Steve, every goddamn time.
    >> Anonymous 03/04/11(Fri)13:09 No.14126124

    >Man, I need to start a fire. Hey, nobody minds if I kill this guy here to harvest his bones so I can build a fire in this confined space.
    >Nah, we're cool with it.
    >Yeah, kill me for my bones to make a fire in this crowded room, it's okay.
    >> Anonymous 03/04/11(Fri)13:09 No.14126128
    good luck getting a friction bow to work with a blood soaked bone filled with wet marrow.

    You'll also need to braid the hair into a rope so it has the tensile strength to hold the bow in one piece.

    By the time you've constructed it and passed a DC20 survival check with ZERO SKILL in survival, you'll already be ablaze from 6 adventurers pouring oil in at once.
    >> Anonymous 03/04/11(Fri)13:10 No.14126139
    Steve from the Planes and Mercs game Steve???

    We never did get all the rules he/you used...
    >> Anonymous 03/04/11(Fri)13:10 No.14126142
    These aren't wights at all!

    These are hivemind MacGyvers!
    >> Anonymous 03/04/11(Fri)13:12 No.14126158
    Oil plan gets first place.

    The buff level 3 Fighter gets a close second.
    >> Anonymous 03/04/11(Fri)13:12 No.14126159
    even so, you need to pass a DC15 survival check to start a fire with a granite striker.

    Mind you, wights lack any ranks in survival.
    >> Anonymous 03/04/11(Fri)13:16 No.14126188
    Yeah, but how does the super turn undead with consecrate rank?
    >> Anonymous 03/04/11(Fri)13:19 No.14126214
    How long does it take to pour enough oil to cover the floor of a 15X55 room?

    I wasn't exactly going to ask the bloke. And I'm sure a few of my -other- friends wouldn't mind, considering I'm saving their unlives. They might even help, which would probably speed things up a bit.

    I don't think wights are really all that wet, especially if we've been standing around in a room for who knows how long.

    And, we've got 33 wights, most with probably a good length of hair. Drying a few bones with our lovely golden locks wouldn't be too hard, and the only part that really needs to be dry is the very tip.

    Also, I was thinking strips of flesh/skin/clothes would be better suited for the bow string.

    Also, 32 wights deciding to use aid another can probably really help out my roll.
    >> Anonymous 03/04/11(Fri)13:20 No.14126238
    >the wights don't attack until the doors are open.
    >resources of a party of 6 player 2-3rd level

    How much does lamp oil cost? Buy galons and galons of that shit, funnel it under the door, and light the fuckers up. They won't be moving to attack us because we aren't gonna open the door.
    >> Anonymous 03/04/11(Fri)13:21 No.14126242


    >> Anonymous 03/04/11(Fri)13:24 No.14126270

    Lotta responses and I stopped at a fairly reasonable answer. I'd probably go with this except the mage would have web and grease on hand as a control measure. Once you start dropping the ones in the ones in the front, it should be more difficult for the wights to move forward, making the job easier for the fighter.
    >> Anonymous 03/04/11(Fri)13:25 No.14126295
    >Also, 32 wights deciding to use aid another can probably really help out my roll.

    You can't use "aid another" to start a fire with an improvised tool.

    572F - flash point of wood
    720F - flash point of bone

    additionally, bone MELTS before it ignites, so your friction bow will fall apart before it can generate an ember.
    >> Anonymous 03/04/11(Fri)13:26 No.14126301
    Those of you saying DONT METAGAME are kind of missing the point. This entire thing is a metagame exercise. The DM has given you a scenario with plenty of advanced warning that you cannot wind a stand up fight and that you will lose if it ends up as a stand up fight.

    So take stock of what you have going for you:
    1. You have the element of surprise.
    2. You have all the time you need to plan.
    3. You already know your enemy.
    4. Although your enemy is as smart as you, it does not have any additional resources to draw upon.

    It's a basic tactical exercise that has modern day applications. Defeat a dangerous, but poorly equipped force while outnumbered 5:1
    >> Anonymous 03/04/11(Fri)13:28 No.14126328

    No. Steve "I roll to seduce the Hive Tyrant". This actually fucking happened.
    >> Anonymous 03/04/11(Fri)13:29 No.14126338
    Poor Bob then. He would be told to use the bow upon the door itself, telling him that he'd be trying to drill through it.
    The friction would ignite the door itself, as well as him and all the oil around him.

    Poor Bob,
    >> Anonymous 03/04/11(Fri)13:32 No.14126362
    I'm gonna have to point out that wood takes a while to burn, Frictionbow fag. By the time the door has burned all the way through, you'll have been destroyed by the 1d6 fire damage per round.
    >> Anonymous 03/04/11(Fri)13:33 No.14126382
    >trying to friction ignite a door slathered in oil

    are you really this stupid?
    >> Anonymous 03/04/11(Fri)13:35 No.14126398
    that's DC50 at least.
    >> Anonymous 03/04/11(Fri)13:35 No.14126400
    Hence why it has to be done before the room gets too full of oil.

    Remember just how big 15x55 is. It looks small on a grid, but 6 adventurers pouring in oil through small holes would have a hard time filling it in under a few hours. That gives the wights time.
    >> Anonymous 03/04/11(Fri)13:37 No.14126414
    He'll work a part we left uncovered with oil. Ta da!
    >> Anonymous 03/04/11(Fri)13:37 No.14126417
    They don't have to fill the whole fucking thing up with oil you god damn retard. They just have to coat the floor.
    >> Anonymous 03/04/11(Fri)13:38 No.14126422
    The wights are set into a rage when the first wight attacks the other for its bones. They wind up killing themselves down to the point where a single level 1 could take the room.
    >> Anonymous 03/04/11(Fri)13:40 No.14126442
    you're still ignoring the fact that you're trying to use a bone friction bow to ignite a door slathered in oil, a substance thats secondary purpose it to reduce friction and disperse the heat generated by it quickly.
    >> Anonymous 03/04/11(Fri)13:40 No.14126444
         File1299264015.gif-(135 KB, 263x185, 1277436861464.gif)
    135 KB
    >glyph of warding

    >few days of casting all over the place

    >open the doors
    That would be a good idea...except that spell is level 3 and clerics won't get it till they are level 5.
    >> Anonymous 03/04/11(Fri)13:40 No.14126448
    Yes. No one said otherwise. Try to figure out how long it would take you to blindly cover a 15x55 floor with oil through holes in the wall.
    >> Anonymous 03/04/11(Fri)13:43 No.14126479
         File1299264215.jpg-(151 KB, 531x800, 1263626818418.jpg)
    151 KB
    Us Diplomancer to win them over to my side, the only way to win is not play.
    >> Anonymous 03/04/11(Fri)13:43 No.14126480


    You have to remember, covering the door -entirely- with oil was part of the plan when rocks were available.
    >> Anonymous 03/04/11(Fri)13:44 No.14126489
    What're the odds of failing your stealth checks to make said holes in wall? In GRANITE wall?

    I'm betting the wights will hear that shit coming and become "otherwise disturbed" about that shit.
    >> Anonymous 03/04/11(Fri)13:44 No.14126494
    I actually kinda want a drawfagging of the wright trying to set the door on fire, succeeding, then the look of horror on their faces as the entire room bursts into flames.
    >> Anonymous 03/04/11(Fri)13:45 No.14126508
    Dammit. I totally loled.
    >> Anonymous 03/04/11(Fri)13:47 No.14126523
    I'll tell you what you should do. But first, a run-down of your character.
    You are a Level 3 Human Cleric. Your associated domains: Good (recommended) and any other you prefer. Any amount of Charisma over 12 is enough. Of your three earned feats, you should have the following: "Extra Turning", "Chain Spell" and "Divine Metamagic: Chain Spell".

    Now, with your cleric... leave the room, go back to town and buy a barrel (2gp) and about... say, a hundred or so empty flasks (3cp x 100 = 3gp). As well, ask if you can get ten pounds of powdered silver (roughly worth 50gp). Now cast Create Water and fill the barrel with fresh, clean water. Fill five flasks at a time from the barrel before casting a chained Bless Water on the five filled flasks. Voila—125gp worth of holy water for 25gp. Do this one more time, and now you'll have 250gp worth of holy water made for 50gp.

    From here, you have two options, but I'll highlight the most obvious: sell the flasks, preferably at cost for an even 145gp that day. On the next day and for eight days after that one, buy more silver with your profits. Repeat this cycle every ten days, and after one year, you should have gained approximately 71000gp (assuming optimal conditions; assume there's enough powdered silver to create your stock, and that people buy all of your flasks of holy water by that time).

    Then, using your profits, pay off a higher-leveled party of adventurers to take care of the wights. Done!
    >> Anonymous 03/04/11(Fri)13:49 No.14126540
    Allright. Arcane Lock and Oil. Add Waterskins. Full Waterskin weighs four pounds, pint-flask of oil weighs one pound. Discarding the weight of the flask itself and considering oil is a bit less dense than water, I'd say it evens out to let you put four pints of oil in each skin.
    Each unit you're making costs 1 gp, 4 sp and will deal 4d3 damage for two rounds when lit. Should take 2 units per Wight on average, we'll do three to practically guarantee that each one dies. 99 of them, and what the hell, we'll make it an even hundred. 140 gold pieces, plus a tindertwig for 1 gp and two drills for...let's say 10 gp.
    Arcane lock the doors, drill small holes, start squeezing waterskins full of oil through the holes, spraying the shit everywhere. After they've put 16 through each, one throws another skin for 33 total, and the other lights it off, by slipping a tindertwig through the hole. Meanwhile two other party members have also been drilling their own holes. Everyone continues to spray the room with oil until the screaming stops.
    On the offchance anything survived, everyone is Wizards with Color Sprays memorized (minus two spells for Arcane Lock) and have crossbows.
    >> Anonymous 03/04/11(Fri)13:49 No.14126541
    Actually, the oil plan fails spectacularly if the wights just plug up the holes (using parts of sacrificed wight if neccesary). They don't need to breathe, so they'd be fine.

    They can do this even after the fire is lit, to prevent ventilation so that the oxygen in the room is depleted and the fire burns itself out before it kills all of them.
    >> Anonymous 03/04/11(Fri)13:52 No.14126564
    Holy balls that's WIN.
    >> Anonymous 03/04/11(Fri)13:53 No.14126576
    Whoops, I derp'd a little.
    >From here, you have two options, but I'll highlight the most obvious: sell the flasks, preferably at cost for an even 145gp IN PROFITS that day.
    >> Anonymous 03/04/11(Fri)13:55 No.14126591

    >> Anonymous 03/04/11(Fri)13:55 No.14126592
    Why the good domain?
    >> Anonymous 03/04/11(Fri)13:56 No.14126601
    Opposed strength check to keep that shit plugged.
    >> Anonymous 03/04/11(Fri)13:57 No.14126609
         File1299265027.jpg-(34 KB, 640x363, 1293776035874.jpg)
    34 KB
    >> Anonymous 03/04/11(Fri)13:59 No.14126630
    It helps you cast spells with the Good descriptor at +1 caster level.
    Chain Spell, then, lets you cast spells on a number of targets equal to one plus your caster level.

    So one plus four is five flasks of holy water made per casting.
    >> Anonymous 03/04/11(Fri)13:59 No.14126631
    simple solution:

    a part member that is a druid uses Soften Earth and Stone and you stealthily drill the holes in.

    also, bring some stools to stand on so you can only soften the stone above where the wights can reach.
    Alternatively, soften from the top down and excavate holes into the ceiling and drill ventilation holes in the sides.
    >> Anonymous 03/04/11(Fri)14:00 No.14126639
         File1299265216.jpg-(17 KB, 223x343, 1271294364721.jpg)
    17 KB
    Man, that would just flood the market with holy water.

    As a DM, I would rule that within a few days the price for holy water would drop and within a few weeks, no one would be interested in buying said holy water from you.
    >> Anonymous 03/04/11(Fri)14:02 No.14126651
    Go to the market, and buy a large burlap sack. Then buy 3 20 foot poles. If the GM won't let you buy 3 20 foot poles, say you want to buy 6 10 foot poles, then tie them together. Buy 12 cats. Exactly 12.

    Go to the dungeon. Stay outside of the wight's range of hearing. Put the 12 cats in the sack. Tie up the sack. Start stomping on the sack with the rest of your party. Describe it in horrific detail.

    GM is a /b/-tard, so he'll rush to his computer to tell /b/ that fictional cats are being hurt. While he's gone, take all of his D&D shit and burn it outside.

    /b/ will tell him he's a newfag, no personal army, maybe he gets banned. He'll come back and you'll say, "We're ready to play." When he complains about not having his shit, tell him, "Well, our models are here, and your wights aren't, so it looks like we win."

    Then kill the GM and use his bones and hair to burn his house down.
    >> Anonymous 03/04/11(Fri)14:04 No.14126673
    The GM is sensible when it favors him, but using bones of his friends to start fires because his Wight Senses tingled when it fucks you over.
    >> Anonymous 03/04/11(Fri)14:05 No.14126680
    Ah, but holy water is always of some necessity. Churches often make use of it for many reasons, other adventurers could purchase the holy water from you as a last-line defense against undead on their own travels, and it's a major component in higher-level Cleric spells like Forbiddance and Consecrate.
    >> Anonymous 03/04/11(Fri)14:06 No.14126684
    >As a DM, I would rule that within a few days the price for holy water would drop
    WAT. Holy water's sold at cost everywhere. He just found a way to lower the production cost and charges the usual, at-cost-for-everyone-else price.
    >> Anonymous 03/04/11(Fri)14:07 No.14126696
    build a via duct fill it with holy water flood the room.
    >> Anonymous 03/04/11(Fri)14:07 No.14126702
    6 lvl 3 characters?
    Warforged Barbarian
    Warforged Fighter
    Warforged Barbarian
    Warforged Fighter
    Warforged Wizard
    Warforged Wizard

    The melee characters cover to door(s) and the wizards have prepared repair spells.
    >> Anonymous 03/04/11(Fri)14:08 No.14126710
    Even better just build knee-high dams a couple inches away from the doors and start pouring.
    >> Anonymous 03/04/11(Fri)14:10 No.14126735
    Much as I love the INFINITE HOLY WATER plan, Chain Spell doesn't work on touch spells.
    >> Anonymous 03/04/11(Fri)14:12 No.14126761
    This entire thread just proves that adventuring in 3.5 D&D is NOT FUN at level 3 and below.
    This is waaaaay too much work for a roomful of wanker undead in freaking stasis.

    Come get me when we have Planeshift and/or the power to animate objects.
    >> Anonymous 03/04/11(Fri)14:15 No.14126795
    Isn't Pun-Pun possible at level 3 now?

    Could the wizard just Message him or something? Ask his assistance?

    When all else fails just Pun-Pun them to death.
    >> Anonymous 03/04/11(Fri)14:15 No.14126803
    This is a very atypical situation for a 3rd level party.

    And who said we weren't having fun?
    >> Anonymous 03/04/11(Fri)14:17 No.14126824
         File1299266240.jpg-(17 KB, 300x230, riiiiiiiiight.jpg)
    17 KB
    >proves that adventuring in 3.5 D&D is NOT FUN at level 3 and below.
    >making a judgment about the entire game based on a hypothetical challenge that is far beyond the CR of what the DM is supposed to be sending at the party at that level
    >bawww i don't have instawin godpowers so i cant figure out how to solve it

    Never post again.
    >> Anonymous 03/04/11(Fri)14:19 No.14126844
    Two Human Clerics (Both Sun Domain and Healing Domain, Both with Charisma of 16)
    1st one takes Improved Turning, Extra Turning, and Exalted Turning.
    2nd one takes Disciple of the Sun, Extra Turning, Empowered Turning
    Two Human fighters wearing scale armor and carrying spiked Chains
    Both Take Nimbus of Light, Holy Radiance, Combat Expertise, Improved Trip, Exotic Weapon Proficiency(Spiked Chain) (2 feats for 3rd level, 1 for human, 2 for fighter.)

    I'm not fully set on the math, so let me work it out before I continue.
    Before we open the door (If necessary, we get a wizard to Arcane lock it) we build a shrine to Pelor, and pray to it in his name, ending with a consecrate
    That gives the clerics a +6 to turn checks, and the undead a -2 to attacks, damage, and saves.
    When the fighters activate their holy radiance, undead within 10 feat of them take 1d4 damage a round. Given the narrowness of the hall, that means two or three will be taking 2d4 a round.
    The clerics, on the other hand, are the bombs.
    Cleric 1 has a +9 to turn undead checks while consecrate is active, and is treated as a 4th level cleric. Meaning he WILL affect the wights. 2d6+6 averages to 13, meaning he will turn 3 wights a turn on average. Of course, the first turn that means 3 wights are destroyed.
    He can turn them 10 times, and each time after the first, he will deal 3d6 damage in addition to forcing them to flee or cower.
    NOTE: if a wight cowers, it is only undone by moving within 10 feet. So if a wight starts cowering in front of both fighters, it will take the 3d6 from turning, and then 2d4 every turn, since the fighters aren't moving.

    >> Anonymous 03/04/11(Fri)14:20 No.14126853

    Guess I just enjoy my games with a good deal more handwaivium than this scinario allows.
    >> Anonymous 03/04/11(Fri)14:20 No.14126855

    The second cleric also has a +9, except he buffed himself with Eagle's Splendor, so +11. This means on a 2 or higher, he will affect the wights. while his brother affects 2d6+6, this cleric will affect 2d6+8x1.5. or an average of ~22 hit dice, or 5 wights. So in the first turn of combat, the two cleric destroy, on average, 8 wights.
    This cleric can also spend 2 attempts per turn to make them destroy. So in total, he will get 5 sun attempts, and one normal turn. For an average of 25 wights dead and 5 fleeing/cowering.
    The fighters of course just try and trip wights before they get to them. And really, their only goal is to survive long enough for the clerics to obliterate the enemy.
    Of course, I could have a druid and wizard or something, to buff the fighters more.
    >> Anonymous 03/04/11(Fri)14:20 No.14126858
         File1299266454.jpg-(40 KB, 500x345, too-much-want.jpg)
    40 KB
    >Ah, but holy water is always of some necessity. Churches often make use of it for many reasons, other adventurers could purchase the holy water from you as a last-line defense against undead on their own travels, and it's a major component in higher-level Cleric spells like Forbiddance and Consecrate.

    Holy Water doesn't have THAT much demand.

    Bread is a necessity too. But if you bring a tonne of bread to a town of 100 people every day, a point will be reached where town won't want to buy your bread anymore.
    >> Anonymous 03/04/11(Fri)14:20 No.14126859
    funny story, 4rries pull out pun pun as the end argument in every thread, but that character only happened because the dm wanted it to. it is impossible using the actual interpretation of RAW.
    >> Anonymous 03/04/11(Fri)14:23 No.14126879
    Fucking NICE. Why doesn't Cleric 1 use Eagle's Splendor too?
    >> Anonymous 03/04/11(Fri)14:24 No.14126891
    You know, reading through this thread, it's been rather full of win. Good ideas, fun tactical thinking, and some pretty fucking hilarious posts too.

    We should do this more often.
    >> Anonymous 03/04/11(Fri)14:25 No.14126900

    except that some people (including DMs) are RAW fiends, so they won't allow anything not RAW but will be compelled to use RAW trickery even if the logic behind it is suspect.
    >> Anonymous 03/04/11(Fri)14:25 No.14126902
    How effective is an all druid party spamming summon nature's ally and that Greenbound Summon feat?
    >> Anonymous 03/04/11(Fri)14:27 No.14126926
    no, what i'm saying is the actual wording, the RAW, doesn't allow for the abuse that made the character (plus all erratas faqs etc)
    >> Anonymous 03/04/11(Fri)14:28 No.14126936
         File1299266893.png-(17 KB, 241x230, 1289651624034.png)
    17 KB
    >Man, I need to start a fire. Hey, nobody minds if I kill this guy here to harvest his bones so I can build a fire in this confined space.
    >Nah, we're cool with it.
    >Yeah, kill me for my bones to make a fire in this crowded room, it's okay.
    >> Anonymous 03/04/11(Fri)14:29 No.14126948
         File1299266945.gif-(21 KB, 350x350, best thread on tg right now.gif)
    21 KB
    >> Anonymous 03/04/11(Fri)14:29 No.14126952
    Touché. Hmm...

    ...well, then, let's tweak the plan a touch. You could change out Extra Turning for the metamagic feat Reach Spell. That would technically turn the touch spell into a ray... but you'd also need more Charisma—at least a 16—to be able to have enough turn attempts to fuel your Divine Metamagic. You'd also have to take a flaw to be able to get an additional Divine Metamagic to apply to Reach Spell.

    Assuming flaws are allowed for our character, we'd need at least two flaws (and at least 16 Charisma) to be able to get "Reach Spell" and "Divine Metamagic: Reach Spell" in order to enact the infinite holy water plan. That means five turn attempts burned to cast a "chained ray of Bless Water" on five flasks twice a day... not exactly efficient, but it works a little better.
    >> Anonymous 03/04/11(Fri)14:32 No.14126966
    That isn't so hard after the shitstorm some odd threads had right about now.
    >> Anonymous 03/04/11(Fri)14:33 No.14126969
    ...wow. I should really proof-read my posts before I hit "Submit". I say a lot of stuff twice in that post... but I assume it's still understandable?
    >> Anonymous 03/04/11(Fri)14:35 No.14126986
    >6 druids
    >Soften Earth and Stone
    >carve the bottom and tops of the walls
    >push the 6 ton wall of clay on the wights
    What do I win?
    >> Anonymous 03/04/11(Fri)14:39 No.14127018
    Fun fact: You can use Diplomacy on Wights.
    >> Anonymous 03/04/11(Fri)14:40 No.14127030
    Yeah I got it.
    >> Anonymous 03/04/11(Fri)14:43 No.14127041
    Only works if it's not worked stone.
    >> Anonymous 03/04/11(Fri)14:44 No.14127051
    yeah, and if you critically succeed, they'll even go from hostile to still hating you
    >> Anonymous 03/04/11(Fri)14:46 No.14127075
         File1299268009.jpg-(81 KB, 400x527, MM35_PG167[1].jpg)
    81 KB
    okay, so you make a deal with a lich.....
    >> Anonymous 03/04/11(Fri)14:55 No.14127159
    Your party is 3 dudes and a level 3 Warlock.

    You will secure the doors in the fastest means possible, reinforcing them. In on of the doors, you will make a hole large enough to see into the room with allowing the Wights out. An 6" diameter circular opening would be fine.

    Said Warlock now uses his Summon Swarm invocation to repeatedly dump Bat Swarms into the room (or next to it while the group stands away, which causes the swarm to move through the hole and int the room after the closer wights).

    Every round.

    For as long as it takes.

    There is is nothing the Wights can do as long as the doors are properly secured. They can't damage the swarm, even if they do drain it down, they don't get more wights from it, and another one is going to take it's place.

    It might take a while, but you win.

    zero towse indeed captcha.
    >> Anonymous 03/04/11(Fri)14:57 No.14127176
    >Party is 6 Wights
    >Jailbreak campaign
    >> Anonymous 03/04/11(Fri)15:07 No.14127265

    Yeah no.

    Hostile to friendly is a DC 35 check, DC 45 if you rush it for 1 round.

    At 3rd leve you a base 6 in the skill, +8 from a 20 charisma + Eagle's Splendor, +2 comp bonus from another 3rd level bard, +2 circumstance bonus from Masterwork Tools (PHB pg 130), +3 from skill focus and +2 from Negotiator.

    That's a +23 to the check. At that point, if you roll a 2, you move them to indifferent. A 12 moves them to friendly.

    And that's not fully optimized.
    >> Anonymous 03/04/11(Fri)15:14 No.14127334
    While this is awesome, didn't the OP say only one of the clerics could be specced for turning?
    >> Anonymous 03/04/11(Fri)15:15 No.14127349
    I want to run either this or the earlier mentioned Wight Quest.
    >> Anonymous 03/04/11(Fri)15:42 No.14127646
    >You have walked into a village and level drained everyone. What do?
    >> Anonymous 03/04/11(Fri)16:15 No.14127930
    4 fighters 2 clerics, Clerics are full on bless and cantrips to create water. Fighters are polearm and reach spec.

    With your 300g your going to buy equipment for the fighters and polearms (Something with reach and slashing) Using rope you will craft a basic mechanism to open the door at range and then. using the shovels or digging equipment, and after removing the cobblestones from the floor. Your going to dig a 20ft deep 20ft wide 20ft long cube into the ground. fill it 4ft deep with conjured water from the clerics and then bless the fuck out of that water.

    Open the door, let the wights spill into the pit and then hack at them from the edge until either the blessed water finishes them off, or they all die.

    For added benefit, but depending on the size of the floor stones. Place them on the ledges so that the clerics may drop them or push them over crushing the undead as they are stuck in the pit. or to compact the corpses.

    Alternatively if you wish to really be prepared. Dig multiple pits and as they tip over the first flee your little land bridge (Sides reinforced with the stones) and take up position on another. behind it. Using this method you should be able to keep them in the whole should your DM rule that they will attempt climbing out on the corpses of their brothers.
    >> Anonymous 03/04/11(Fri)16:28 No.14128074
    Using a few flaws

    you are going to make One Feral (Savage Species) Orc Fighter 2.

    this is ECL3.

    He will have dark vision, fast healing and improved grab.

    He will have a ludicrous strength.

    First you are going to take the tomb tainted feat(s) to gain immunity to negative energy and level drain as a precaution.

    Second you ar going to get great cleave.

    You will throw open the door and attack the fight wight. You will deal 1d8+8 damage with the unarmed strike and begin a grapple. Moving into the wights square. (IG) this version of IG also allows you to do damage every time you succeed a grapple check.

    You will hit the wight again for 1d8+8. Average damage (no power attack usage, or particular gear) will be 2d8+16. or 25hp in damage.

    Solution: buy a potion of magic fag, hire a druid, or power attack for 1 (or two if you are worried about low rolls).

    OOnce you have slain the wight you can cleave, since the grapple is over (the wight is dead) you threater squares again.

    Repeat process, all wights die in one round (assuming no ones).

    your grapple should be around +10

    this build can be mimicked by replacing feral with Scorpion's strike (from Sandstorm).

    Second solution:

    Take your money and hire an army of warrior hirelings. Take the village and raid the wights.
    >> Anonymous 03/04/11(Fri)16:39 No.14128175
    Diplomancers win everything forever. Again.
    >> Anonymous 03/04/11(Fri)17:37 No.14128583
    Yes, he did. My roommate pointed that out as I left for class.
    So take Cleric 1 off of turning duty.
    So now we have
    Cleric 2- Turn bomb.- Assuming average rolls, will kill 5 wights a turn for the first 5 turns.
    ...I'm sorry, I've been slightly inefficient with him.
    Replace his second domain with Glory, which gives him a +2 to the Turn check, and +1d6 damage. Now he can't fail to turn them, and has increased his average damage from 22 Hit dice to 27, killing another wight a turn.

    Cleric 1 now exists solely to cast Consecrate, and Protection from Evil on the fighters.

    I think the fighters can hold 5 turns.

    Especially if I get a Druid to cast mass snake's swiftness and snake's swiftness.
    >> Anonymous 03/04/11(Fri)18:09 No.14128852

    Same poster here, the problem is that the DM can legitimately say "Diplomacy doesn't work on them." and it doesn't (which is also ignoring dropping a suggested +20 to the DC on it instead).

    And the best part is that this is covered in the rules and everyone just ignores it. Grab your PHB and turn to pg 65. Now read under "Practically Impossible tasks" specifically:

    'The DM decides what is actually possible and what is merely practically impossible.'

    Really if Diplomacy is breaking your game, you're doing it wrong, despite it's mechanical issues.
    >> Anonymous 03/04/11(Fri)18:12 No.14128868

    House rule in our games for the Create Spawn ability uses a player's relevant stat to determine how many of the spawn he/she makes are controllable. Everything above that is freewilled.
    >> Anonymous 03/04/11(Fri)18:32 No.14129047
    >Second you ar going to get great cleave.

    You lack a BAB of 4+ and cannot take Great Cleave.

    >You will deal 1d8+8 damage with the unarmed strike and begin a grapple. Moving into the wights square. (IG) this version of IG also allows you to do damage every time you succeed a grapple check.

    Well, Improved Grab can only be used on creatures 1 or more size categories smaller than yourself, which means it doesn't work on the Wights at all.

    Additionally when a creature uses Improved Grab, it pulls the creature into it's space rather than moving into it's opponent's space.

    You've also got the numbers against you even if what you suggested did work in that you'll average about 20-25 of the Wights before missing, and of those 20-25, you'll probably only get about 6 before you roll low damage.
    >> Anonymous 03/04/11(Fri)18:48 No.14129185
         File1299282509.png-(76 KB, 450x450, hexley_fork_450.png)
    76 KB
    Guys, goody good clerics aren't the aswner.

    1- get evil cleric
    3- Watch
    >> Anonymous 03/04/11(Fri)19:28 No.14129534
         File1299284907.jpg-(38 KB, 450x337, 1288303672556.jpg)
    38 KB
    Good idea; not terribly efficient, but I think it would work.
    >> Anonymous 03/04/11(Fri)19:51 No.14129733
    Seal the doors, starve them.
    >> Anonymous 03/04/11(Fri)19:53 No.14129757
         File1299286439.jpg-(39 KB, 425x415, Awesome Beholder.jpg)
    39 KB
    >Seal the doors, starve them.
    >> Anonymous 03/04/11(Fri)20:12 No.14129936
    >> Anonymous 03/04/11(Fri)20:17 No.14129986
    Alright folks. You have been tasked to destroy a party of 6 adventurers. Your party consists of 33 wights locked in a 15' x 55' granite room, with arcane locked doors. The adventurers start pouring oil down a small hole in the ceiling and reflect sunlight through the doors...
    >> Anonymous 03/04/11(Fri)20:20 No.14130021

    6 clerics Dhampyr level 3...channeling energy to damage foes or heal enemy.

    >> Anonymous 03/04/11(Fri)20:30 No.14130106
    Sorry...2 Damphyr Clerics...4 Damphyr Rogues...because in Pathfinder you can sneak attack an undead.

    >> Anonymous 03/05/11(Sat)00:52 No.14132779
         File1299304363.jpg-(57 KB, 312x445, 166.jpg)
    57 KB
    Check it guys, its my favorite EDH General!
    >> Anonymous 03/05/11(Sat)00:53 No.14132794
    woops wrong place to post
    >> Anonymous 03/05/11(Sat)00:58 No.14132850
    >They are in a 15' x 55' room

    Collapse the building on them, most of them will die. The ones that don't then get hit alchemist's fire and arrows from the rooftops of adjacent buildings. Escape route to a local church is predetermined and well-practiced for weeks prior to the encounter so they could do it in their sleep.
    >> Anonymous 03/05/11(Sat)01:34 No.14133230

    Why do you fools keep assuming we're using that? It's 3e.
    >> Anonymous 03/05/11(Sat)02:24 No.14133589
    The floor is granite, as are the walls/ceiling.
    >> Captain Bubbles 03/05/11(Sat)02:27 No.14133616
    What's the wight's perception (spot and listen)?

    I can make a level 3 character with 50 hide and 40 move silently, no -20 for sniping, and that's without the backup of a mage casting silence and still image. tl;dr if the wights don't have perception of 31 minimum they can't even detect my presence and I kill them all with arrows.
    >> Anonymous 03/05/11(Sat)12:02 No.14136653
         File1299344531.jpg-(23 KB, 409x265, bump2.jpg)
    23 KB
    >> Anonymous 03/05/11(Sat)12:07 No.14136682
    This thread was awesome.
    >> Anonymous 03/05/11(Sat)12:16 No.14136741
    But you'd be playing it from your command zone, wouldn't you?

    Phage the Unplayable indeed

    Delete Post [File Only]
    Style [Yotsuba | Yotsuba B | Futaba | Burichan]