whats the best class for RttToEE


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You'll desperately need the following in the module:

One or two all and out damage/hp machines (fighters, barbarians, maxed-out archers). Optimally you'll have a melee fighter and an archer (Order of the Bow Initiates are stunning in this adventure with their ability to fire their bow while in melee and not attract any AoO).

A fullblown cleric to provide the tons of healing, restoration and raise dead needed


The following have been extremely useful in my campaign:

A monk maxed out in tumbling and well-equipped with protective magical devices and ultradamage feats like fist of iron and flying kick. IMC, the monk always manages to escape from tight spots, almost never fails a save and can move around the battlefield freely to rescue fallen comrades (they call him the "rescue chopper") and offer constant flanking opportunities.

An Evoker. A well-equipped Evoker is a terror against the many large forces that you encounter in RttToEE and invaluable in taking out monsters with tough DR (like the Bebilith) if the PCs have moved on too quickly.

Spot, Listen, Concentration, tumble and Search are THE skills of this adventure. Knowledge (religion) comes in handy quite a lot too.

Early in the adventure rogues and ranger types had a nice share to play in the adventure but since the CRM, they have been all but useless, since the temple forces have been to formidable for such characters. Recently a new player with a rogue/shadowdancer has begun to make some impact though (which goes to tell how much your playing style really matters for the final outcome).

What worked for my group may not work for yours - but in general these options should fare well against an adventure as dungeon combat-heavy as RttToEE.
 



Tank-cleric for frontline action.
Fighter / barb for frontline
Archer-cleric for second line.
Munched out archery PrC character for second line.

Maybe swap the Fighter / barb to another cleric tank.

At least when we played it, the only character that made really made it through with one character was the tank cleric. Dwarf with war and trickery domains. Instadeaths galore in the higher levels, so you're going to need every one of those cleric protections.
 

KnowTheToe said:
One that you are not too attached to. Make a backup character, don't get attached to that one too much.

I ran a fighter, a cleric, a fighter again, and then a rogue/fighter... then the group got fed up with TPKs every other week & we scrapped the game.

I think this module is best tackled by a large group of players who have all the bases covered. (A couple of melee powerhouses, at least one cleric willing to be a healing machine, and some powerful spellcasters.)
 

I've heard that a cleric with air/ earth /fire /water (obviously, pick 2) is useful. Apparently the ability to turn evil elementals comes in handy in this module.
 

Someone who can talk! Diplomacy, Bluff, Intimidate, etc. can all be of great use in this module. While you *can* approach it as a huge dungeon to be cleared out, you can also get a frightening amount done by generous application of BS.
 


Two characters helped immensely in our party.

My character was a Monk, with maxed tumble, jump, hide, move silently, and diplomacy. In combat I would mix it up with opponents, or deliver curing potions to the wounded. Diplomacy helped out with convincing guards to let us pass. (With suitable bribing) To my credit, I never died during the entire module. Came really close a bunch of times, but never all the way there.

The other character was a social/scout rogue, who would get us through and helped sow discord among the different temples in the mines, as well as convincing a delegation of the fire temple to accompany us in the fane. Diplomacy, bluff, sense motive, Use Magical Device, tumble, hide and move silently were the keys to her success. She died in a fight late in the module from a destruction spell.
 

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