ToH PC recommendations? (no spoilers please)

fireinthedust

Explorer
I'm heading into the Tomb of Horrors and I'd like some recommendations for player character builds.

I don't want to know what happens, I know there will be endless dungeons and lethal traps. In theory I should have someone in the party with good trap finding. Healing is probably a good one also.

The GM seems to not want too many non-PHB characters.

Maybe Artificer?
 

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While you say the PHB is your main source, you can clearly go beyond it if you're considering the Artificer. So what sources can you use?

Personally, Warlocks are among my favorite classes in 4Ed. They're underpowered as Strikers, but I've found them to be elusive and durable...and certain builds can be tough (my Dwarven Starlock has the 2nd highest HP total in the party, and would have more if he were an InfernaLock).

They have trapfinding as a class skill...but not Perception.
 
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I have a pile of 4e books: FR players, Eberron Players, PH1 & 2, Martial Power, Divine power. She has PHB and the Dark Sun books, and modules.

HOWEVER: I think the GM is terrified of me. I'm the group's normal GM, and I design all my own stuff. Somehow people who are less experienced assume right off the bat that I'm the best gamer of all time and that I can never lose. I'm really not a power gamer, at all, I just know stuff. Of three 4e PCs, two of them have been horribly constructed but fun to play (genasi elemental sorcerer, tiefling wizard).

I could maybe convince her of some things from the above books, but she already nixed my Eladrin Swordmage/Feytouched build (Int damage whenever I teleport). Oh well. Anyway, I'm liking an Artificer paragon path where I get a mechanized hand. Looks very Masters of the Universe. Warforged could also be handy, due to the not sleeping/eating/breathing thing.

Maybe I should just go with a standard Wizard? Someone clever.
 


Personally, I'd try to come up with a concept, then try to model it. Odds are good that you won't wind up with something hyper-optimized.

That's how I came up with Hellbox (a Warforged who was created to be a living conduit to the Lower Planes; Hellboy + Hellraiser LeMarchand Box):


Hellbox

Hybrid Battlemind/Warlock


SKILLS:

Arcana
Athletics
Intimidate

Power Points: 2

LVL 1 POWERS:

Eldritch Blast (W)
Iron Fist (B) (Augmentable)
Bull's Strength (B) (Augmentable)
Flames of Phlegethos (W)

I'm still undecided about which Feat to choose first- Hybrid Talent to get the Battlemind Armor would improve survivability; WP Spiked Chain is appropriate for the PC's flavor, but isn't crucial to the early levels; Ritual Magic is on the list- I want him to be able to incorporate his own components (even though I can't make the spiked chain into one). And, of course, there are other options.

And Rigel ibn Azimech, a Dragonborn wandering, pious scholar and warrior.
 
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Do you know which version of teh ToH? The superadventure or the 4e update to the classic one?

One thing about the classic one (back in the day IIRC) was that the traps weren't necessarily testing PC skills/abilities, but rather player skills. I would think someone with good Perception and good Athletics/Acrobatics would be good, perhaps a knowledge character to identify warning signs/make sense of noticed whatevers
 


Do you know which version of teh ToH? The superadventure or the 4e update to the classic one?

One thing about the classic one (back in the day IIRC) was that the traps weren't necessarily testing PC skills/abilities, but rather player skills. I would think someone with good Perception and good Athletics/Acrobatics would be good, perhaps a knowledge character to identify warning signs/make sense of noticed whatevers

That was my first thought too. Classic ToH is so full of obscure traps and puzzles that some kind of knowledge/perception/trap/intelligence buffed character could be invaluable, particularly with access to divination rituals....but it all depends on how your DM decides to handle it.

As an aside, it's ToH! Why would she restrict your from playing a swordmage? The entire point of playing ToH is about gamism (the DM challenging the players), not so much telling a story. That you made an effective or optimized build is entirely suited to the playstyle ToH supports.
 

It's the super adventure.

That was my first thought too. Classic ToH is so full of obscure traps and puzzles that some kind of knowledge/perception/trap/intelligence buffed character could be invaluable, particularly with access to divination rituals....but it all depends on how your DM decides to handle it.

As an aside, it's ToH! Why would she restrict your from playing a swordmage? The entire point of playing ToH is about gamism (the DM challenging the players), not so much telling a story. That you made an effective or optimized build is entirely suited to the playstyle ToH supports.

She doesn't have the books I've got. Also, the build I want has the Feytouched PP. For an int-based melee class that can teleport A LOT, the ability to do Int damage to all adjacent creatures every time I teleport is HUGE. I clocked it as a lot of damage a round with the right items.

I'll be frank here: I don't trust people who bring in new material to my games and who know how to do more with the build than I as a GM expect. I don't expect she should be any other way. She doesn't know how I am as a player, I'm a very giving player. I'll earn her respect, given time, but for now she should be as guarded as I am.

My reason is that I've had sooooo many gamers who are better than me show up with new rules I have no idea about (Book of Nine Swords; Oriental adventures Monk 2e) and killing EVERYTHING.
 

[MENTION=51930]fireinthedust[/MENTION] That's entirely reasonable. My point is about Tomb of Horrors specifically. Restricting a PC as being "over-powered" is a strange move for an adventure billed as the deadliest dungeon in D&D. Oh, and if she's a newish DM who hasn't seen a lot of 10th-22nd level play then she's in for a shock at how awesome 4e characters get.
 

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