Phlebas
First Post
Arkhandus said:How'd he do that? Up The Walls doesn't require a Jump check for success. As long as you're psionically focused, you can walk/run across walls and such with ease, at least if you go back down to normal ground by the end of the turn (otherwise you fall if you end your turn still on a wall/ceiling that you wouldn't normally stick to).
Maybe you meant to say he failed his Tumble check to move through the minotaur zombie's reach without provoking an Attack of Opportunity?
sorry, didn't make myself clear. psychic warior had no tumble so ran over the zombie (AoO missed) in a 10' corridor, and then jumped down to land behind in the chamber - dm ruled a simple jump check, but rolled a 3, so the 'fall if you end your turn still on a wall' rule applied
This didn't make a huge difference to the subsequent crit as the blow would have hit had he been upright & swinging,
Arkhandus said:So the Artificer didn't have any useful wands or scrolls? I mean, isn't using magic items really really well just about the only thing that Artificers do, besides try infusing spell effects briefly onto items to do basically the same thing? What kind of a useless magic-item-ignorant anti-stereotypical Artificer did you have?
it was a minor encounter and we tried to burn it the old fashioned way (flasks of oil). The artificier uses most of his skills in buffing the warforged and miscellaneous stuff rather than trying to blast stuff. He had also buffed ready for the BBEG and so didn't really want to change tactics - he had an undead bane crossbow and missed lots.
Arkhandus said:Well, I'm inclined to say it's more the middle answer than either of the others, but definitely at least a bit of each. A crit by the enemy is always a sign of bad luck, especially when it's an axe that crits. A minotaur is quite big and strong, but normally it's just good on offense but easily slain by adventurers of similar level/hit dice.
The zombie template, however, significantly boosts a minotaur's survivability. It's kind of odd though that bludgeoning weapons are not terribly effective against zombies in 3.5. Also, the zombie template in 3.5 seems to really undervalue the Challenge Rating of zombies, especially the big zombies. A minotaur zombie ought to have a higher CR than 4, but somehow, it does not. A normal minotaur is the same CR, but less than half as tough, with just a bit of its racial traits lost to the zombie template. Really stupid 3.5 design.
That said, a group of 6th-level-ish adventurers should have been able to handle it better than you guys did, it seems. I'm not sure why the Psychic Warrior tried to go up the walls, but I dunno if there was enough room in the corridor or whatever for the rest of you to help fight it otherwise. Depending on his feats/powers, it may've been a stupid tactical decision, but otherwise it may've just been bad luck alone that ruined that tactic.
like i said before, with hindsight there were a few alternatives we could have tried - but we had a plan (soak it in oil, light it, surround it, splat it) that just went the way of the pear.
just remember though, if the psychic warrior had been standing next to the warforged, ready to melee, no jumping or running on walls, he would still have been killed outright by the crit. If he hadn't done anything the blow had a 50/50 of hitting (& Killing) my ranger. So the tactics, daft or not, really didn't impact the death. the only alternative would have been a shoot and run tactics or just hide behind the warforged (which is the warforgeds characters solution to every fight btw)
Arkhandus said:The Artificer should have some means of blasting stuff with magic items by 6th-level, unless he's really, really lame and terrible at what he does. There's no excuse for an adventuring Artificer to not have gotten a useful Wand or batch of Scrolls containing destructive spells by that point in his adventuring career. Or at least some really well-chosen offensive infusions.
It would have behooved you all to carry some flasks of acid or alchemist's fire, if you had no serious blasters in the party, and maybe some throwing axes. A well-prepared party will have melee and ranged weapons of varying damage types to get past the defenses of monsters, so it would be wise to carry some throwing axes, some light hammers or slings, and the usual bows/crossbows/javelins. The main problem though, I think, was the Artificer's failure to have anything useful, considering his class' entire schtick of being magic-item-masters.
My ranger specialises in throwing axes, and carries 4, but was standing up front rather than trying to throw through the front rank. We hit it up front with two flask of oil and some holy water (and then missed with the torch to light it....). We thought about alchemists fire but we were down to our last flask and didn't think it was needed
Not saying we handled it brilliantly, but for an misc encounter, in a straight corridor - room - corridor set up, we would have been OK apart from the crit.