ForceUser said:
sithramir: sure.
It's going to be a 32-point buy 3.5 campaign, and the characters will start as follows:
- Hjorimir Geldarionsson, 11 Paladin of Hjaldamar, god of valor
- Kaylin of Three River Valley, 11 Sorceress
- Wodern Smithsson, 11 Fighter
- Dymitri of Three River Valley, 5 Ranger/6 Akashic Archer (campaign-specific verison of the Arcane Archer)
- Jurgen Kauptmann, 11 Rogue
- Baldrek the Fair, hunchbacked 3 Cleric/3 Sorcerer/3 Mystic Theurge of Einnog tu Datha, god of mysteries
- Ulfvir the Thamulian, 6 Wizard (Diviner)/3 Loremaster
- And an as-yet-unnamed 9 Cleric of Votan (Odin)
Some of the characters are far over the recommended wealth for their level, but the items in question are story points that I'm not going to remove. Hjorimir's sword Maehdrothos, for instance, is an intelligent +2 axiomatic longsword with special powers (augury 1/day, disintegrate chaotic outsiders) and a special purpose (slay/defeat chaotic outsiders). Jurgen has a powerful magic ring that helps him sneak and hide, grants him darkvision 60 ft., and is inhabited by a ghost who is always trying to possess him. Some of the characters are at almost three times the normal wealth for a character of their level due to one or two powerful items that are important story-wise. These are definitely things I need to consider when crafting adventures.
Ok. Things are busy at work so I can't get into detail now. But a few other things of advice.
You have one sorceress and a lower level caster in terms of level'd spells. So i'd throw a few things to make them use resources or figure out things like MAKING them use divinations or communes, etc or hire someone who can. Good way to eat up some gold.
Other cool combo's:
Invisibility with non-detection will beat out see invisibility.
Non-detection/misdirection is a must for your NPC's to have to keep the group from finding them or winning the day too easily.
Using a spellfocus caster using things like glitterdust. Such a great spell. It blinds the group who may be backd near each other hurting everyone. It reveals the old "i'm invis or invisibility sphere " ideas so that your monsters get surprised all the time. It gives -40 to hide and therefore your beefed up on hide thief suddenly suffers.
I'd suggest using minor area affect spells like fireballs. This causes both clerical types to be forced to use their spells for healing and allows more combat rounds for BBEG's to do stuff.
It looks like your group isn't going to have too many of the higher spells yet that would be overly abused. Haste isn't a problem since its 3.5 now.
If you wanted a cool idea for NPC what i'm writing up tonight after work is a mystic Theurge specialized in being a necromancer lvl 12(14 would be better for your group) with a cohort who is a blackguard lvl 12(keep this the same for your group). The blackguard will have leadership feat allowing him to have a lower level cleric follower and also some cool mount like a nightmare.
Have a lot of undead from the 2 cleric types for fodder and have the clerics have spells like aid/bless/hallow up and the lower cleric using hold person spells, the blackguard whacking stuff and perhaps a summoned extra more powerful undead like a vampire/spectre(or perhaps a outsider demon for the sword to fight) or whatever the spell he has can bring. He will then be using negative energy bursts to heal the undead/hurt the good guys. Ghoul touch/chill touch with spectral hand along with enervates from the necromancer also. And have them use some spells to buff themselves. Perhaps have the necromancer throw a haste on the undeads for added effect.
This will allow all your guys to use lots of their abilities in different ways. I dunno if you want some more specifics to helpor exactly what else to help with but perhaps asking would be good cause i'm not sure what else to tell ya. 3.5 pretty much fixed a lot of the problematic spells so it shouldn't be a huge deal at higher levels.