Tomb of Horrors character

Splurch

Explorer
Need some ideas for a 9th level character who could survive the tomb of horrors 3.5 with almost no magic items (a couple of plus 2 items worth).

All normal 3.5 books allowed except tomb of battle.

Thanks
 

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Dread Necromancer may do you well. If you're good at bookkeeping, there's nothing more rewarding than having a small army of undead minions at your disposal. That is, if you want to go down the path of evil, of course.

There's lots of other ways to play a necromancer if dread necro doesn't suit your fancy. Pure cleric, UE Wizard variant with evil cleric cohort, Cleric 3/Wizard 3/Mystic Theurge X.

EDIT: It still gets my goat that almost every good necromancer build requires a cleric in some way or another.
 
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For the Tomb of Horrors?

I daresay it doesn't matter at all, what character you play. The adventure tests the player, not the character.
 

Assuming D&D 3.5?

Trapsmith Cleric.

Race: Immaterial, lets go with Dwarf (for the Con boost).
Feats:
1: Heighten Spell
3: Fiery Burst
6: Magic Sensitive
9: Summon Elemental

Domains: Fire, [Open]

Skills: Take all four elemental languages, cross-class (there's only four of them).

Item (Important for one bit): Necklace of Adaptation.

Strategy:
Use Heighten Spell to get a 5th level Divination and Fire spell prepared at all times (one of them can be a domain spell; you can get away with Wis-15, here), and keep Summon Monster IV prepared. These are to power your Reserve feats.

Use Magic Sensitive to check for magic to the limits of your range. Anything magical, you apply Fiery Burst until it dies (Yes, you burn the magical doors until they're not magical doors anymore). Never enter a square unless you've cleared it of magic, first. Ever. No, not even then.

Use Summon Elemental to send an elementals everywhere. Do note that they don't vanish until the end of their turn, so even though they can't end their turn more than 30 feet from you without vanishing, you can send them quite a bit further ahead than that. Do so. Make sure one of each type of elemental crosses every square you can see in your range at least once. Likewise, make sure to send something as far as possible along your intended path of travel ahead of you (that's 230 feet, for a double-move by an air elemental). If anything kills an elemental, apply fiery burst until whatever killed the elemental is dead. Then send the elementals through again to be sure. Don't enter any square that hasn't first been entered by an elemental of each type at least once. Ever. No, not even then.

If you can't see through something, don't go through it. Melt the walls around it if you must (Fiery Burst is Fun!), but don't go through it.

Use Summon Elemental to manipulate anything you decide needs manipulation (this is why you took Speak Language for each elemental language). Do not touch ANYTHING yourself. Ever. No, not even then.

Keep a few meatshields allies about who are really, really good at battle (Ubercharger builds, arrow storm builds, that kind of thing), as the tomb is not empty of opponents.

There you go. Survivable build. This can also be done with a Wizard in the exact same manner.
 

[MENTION=4078]Jack[/MENTION]

I don't think that is careful enough. There's still a good(better than good) Chance that the character will die.... >.<

Probably best to just use an unseen servant and an adamantine spoon and excavate the entire place from a safe distance on the outside. Might take you 20 or 30 years, and you'll probably still die several times, but the treasure is worth it, lol.

I played the 3.0 version of Tomb of horrors, with no knowledge of the original. That place is hardcore. I won't spoil any of the details, but our group of 11th/12th level characters didn't survive...well one of us did...because she was smart and fled the tomb.
 

[MENTION=4078]Jack[/MENTION]

I don't think that is careful enough. There's still a good(better than good) Chance that the character will die.... >.<

Probably best to just use an unseen servant and an adamantine spoon and excavate the entire place from a safe distance on the outside. Might take you 20 or 30 years, and you'll probably still die several times, but the treasure is worth it, lol.

I played the 3.0 version of Tomb of horrors, with no knowledge of the original. That place is hardcore. I won't spoil any of the details, but our group of 11th/12th level characters didn't survive...well one of us did...because she was smart and fled the tomb.
The 3.5 version is a bit watered down. It's got a bit less in the way of "Hah, you die" effects.
 

So we played Sunday and none of the players new what each other were playing, and we have 2 clerics in the party, one rogue, a dwarven fighter, a archer (???), and a Champion of Corellon Larethian (fighter /paladin) (notice no wizards). We almost lost the rogue at the entrance way that came down on us but he was healed by the cleric in time. After that we almost lost a cleric in one of the many 1st hallway false floors, other then that we have done pretty well. We didn't use the portals at the end of the first hallway we found the secret door and went that way instead so I think we are doing good so far.

Just thought I'd give you all an update.
 

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