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whats the best class for RttToEE
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<blockquote data-quote="Zarrock God of Evil" data-source="post: 919426" data-attributes="member: 2025"><p>You'll desperately need the following in the module:</p><p></p><p>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).</p><p></p><p>A fullblown cleric to provide the tons of healing, restoration and raise dead needed</p><p></p><p></p><p>The following have been extremely useful in my campaign:</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>Spot, Listen, Concentration, tumble and Search are THE skills of this adventure. Knowledge (religion) comes in handy quite a lot too. </p><p></p><p>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). </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Zarrock God of Evil, post: 919426, member: 2025"] 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. [/QUOTE]
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