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<blockquote data-quote="Arkhandus" data-source="post: 3667983" data-attributes="member: 13966"><p>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).</p><p></p><p>Maybe you meant to say he failed his Tumble check to move through the minotaur zombie's reach without provoking an Attack of Opportunity?</p><p></p><p></p><p>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 <strong>do</strong>, 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 <em>have</em>?</p><p></p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3667983, member: 13966"] 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? 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 [B]do[/B], 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 [I]have[/I]? 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. 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. [/QUOTE]
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