Finally Started Age of Worms

Age of Worms

OK, I'm going to be the dissenter here. I've GMed the Age of Worms up through the spire of long shadows.

I think the Beguiler is a fine substitute for the rogue. Actually, I think he'll play better than a rogue in the age of worms.

Rogues are much more limited in an undead-heavy game than are beguilers. A beguiler can do everything a rogue can do but sneak attack. Because INT is his main stat, he'll have as many (or more, likely) skill points as the rogue. Since he also has Trapfinding, he's set.

I mean think about it. Say you're fighting a bunch of undead (a common occurence in the latter part of the Age of Worms).

What would you rather have in your party, someone who can sneak attack, or someone who can cast Improved Invisibility, Slow, Haste, Glitterdust, Solid Fog, True Seeing, Greater Dispel Magic, Power Word Blind, Power Word Stun, and Time Stop?

The main thing you need to worry about is making sure that the Psion fills the role of blaster. He should use his feats to buy into the kineticist list... a couple of well chosen spells and he's there.

Ken
 

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He can, but it isn't really necessary.

Look at the Expanded Knowledge feat. He could take it (twice) to take Energy Missile, and then take Energy Ball at higher levels. Those two spells alone would make him a great blaster.

Ken
 

Haffrung Helleyes said:
He can, but it isn't really necessary.

Look at the Expanded Knowledge feat. He could take it (twice) to take Energy Missile, and then take Energy Ball at higher levels. Those two spells alone would make him a great blaster.

Ken

No. Those two psions alone make him an indifferent blaster.

And comparing it to Orb of Force (no save, no SR) is, well...it's no comparison, actually.
 

Age of Worms was a great campaign for our group. We had in an Eberron setting:

Kalastar Psion(Telepath)/Wizard/Cerebremancer, my character
Cleric of Dol-Arrah/Radiant Servant
Wizard
Warforged Paladin/Cleric/Exorcist of the Silver Flame w/ an artificer Cohort


We had others come and go till about 12th level. The cohort was our somewhat thief. Eventually, a Barbarian shifter/were touched master and a standard fighter joined and did the mainline fighting.
 

This is a great thread.

It's an absolute joy to see how many people have played the Age of Worms, and perhaps as importantly, how many seemed to enjoy it.

Good luck with the new campaign!

--Erik Mona
 

Wolfwood2 said:
That [recommendation to flee, sometimes] does not sound like good news for my heavy armor wearing character. Clank-slowly flee-clank-slowly flee.
I didn't necessarily mean literally flee while in tactical movement and initiative order. I mean that if you treat the adventures as just one big dungeon and try to play kick-in-the-door all the time, you will die. Often.

Information gathering is a must. Proper buffing is a must. Having an escape plan is a must.

That sort of thing.
 

I'd like to thank everyone for all the great advice. I will definitely tell my group that we need to bring our A-game, and I will let the player of the psion know that it would help if he took on more of a blaster role.

It seems to me that the most important advice is to play smart, not overreach, and use all the information available to us. Knowledge is power, and the better informed we are going in the better we will do. (In only the first session, the Beguiler player cursed his decision not to take Knowledge: Local like four or five times.)
 

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