FrankTrollman wrote:
Level 1
Grimlock, Grimlock, Dretch, Giant Scorpion, Shocker Lizard
Level 1:
Assassin Vine, Pixie, Bogle, Harpy, Harpy
Level 1:
Skeleton, Skeleton, Giant Ant, Legion Fiend, Hyena
Level 1:
Zombie, Zombie, Wisp, Wolf, Wolf
So a 1st level party needs some crowd control, it needs some bows, and it needs enough damage output to take out a shocker lizard
and a giant scorpion before their respective specials kill people. I'm assuming that a 1st level energy-damage type can take out a Wisp, or that a wisp isn't threatening enough that a 25% of doing damage will be a problem.
FrankTrollman wrote:
Level 2:
Troglodyte, Troglodyte, Mephit, Caryatid Column, Giant Spider
Level 2:
Dryad, Spriggan, Giant Crab, Satyr, Peryton
Level 2:
Bone Fiend, Howler, Ghoul, Ghoul, Fire Fiend
Level 2:
Vampire Spawn, Vampire Spawn, Imp, Worg, Yeth Hound
So a second level party needs to be able to cure paralysis; or, you need enough stacking on the 1st level crowd control to keep the ghouls well-and-truly suppressed. I assume that Dryads, Mephits, Howlers and Imps have some crowd control of their own, so a 2nd level party is expected to be just generally stout enough to deal with that?
FrankTrollman wrote:
Level 3:
Earth Elemental, Minotaur, Cockatrice, Displacer Beast, Gargoyle
Level 3:
Nymph, Boar Fiend, Hippogryph, Owlbear, Topiary
Level 3:
Wight, Hellhound, Ghast, Ghast, Fire Elemental
Level 3:
Wight, Glass Golem, Vampiric Mist, Stirge Swarm, Blight
At third level I think you need area of effect attacks, to deal with swarms, displacer beasts and mists.
You need ranged attacks that are
fearsome to deal with Gargoyles, Cockatrices and Hippogryphs; and, also, you need body guard powers to prevent those ravager types from just eating the cloth-wearers.
Finally, you need some energy
defenses so that the fire elemental and the wight don't just shred you with fire or negative energy, as appropriate.
FrankTrollman wrote:
Level 4:
Umber Hulk, Umber Hulk, Invisible Stalker, Phase Spider, Basilisk
Level 4:
Ettin, Siren, Gryphon, Unicorn, Shambling Mound
Level 4:
Mummy, Mummy, Giant Crocodile, Fire Lion, Scorpion Fiend
Level 4:
Vampire, Nightmare, Fenhound, Wraith, Flesh Golem
You need some means of fighting invisible foes, if you didn't already. You need to be stout enough to lose a turn or two to the Umber Hulk confusion and not just die.
You need various high-damage-output specials or the Flesh Golem and the Mummies just aren't going down.
I'm not sure what new stuff you need for a Basilisk.
FrankTrollman wrote:
Level 5:
Large Earth Elemental, Medusa, Roper, Spider Fiend, Black Pudding
Level 5:
Rusalka, Great Eagle, Manticore, Wood Golem, Large Water Elemental
Level 5:
Marrash, Burning Dead, Burning Dead, Land Shark, Large Fire Elemental
Level 5:
Doppleganger, Swordwraith, Troll, Shadow Fiend, Dullahan
I'm assuming that large elementals are resistant to lower-tier crowd control stuff. I don't know what Doppleganger or Rusalka are going to do but I assume you need characters who can unshackle mind at this point.
FrankTrollman wrote:
Level 6:
Clay Golem, Mind Flayer, Mind Flayer, Toad Fiend, Gorgon
Level 6:
Tree Folk, Wyvern, Night Hag, Hungry Fog, Dire Bear
Level 6:
Osyluth, Dustwight, Ammit, Sand Vortex, Behir
Level 6:
Specter, Wyvern, Succubus, Nosferatu, Hungry Fog
Between the succubus and the
two mind flayers, I'm either going to want some kind of mind
shield or I'm going to want unshackle mind on cheap repeat.
So assuming we have a standard party:
- A thri-kreen magic martial artist.
- A human paladin with the subclass where you deal energy damage by stabbing things, and the subclass where you have undead sidekicks.
- A fey druid with the enhanced-lightning-magic subclass.
- A gnome with the fighter/illusionist hybrid class and the bluff melee subclass.
What do they
need to get at each of the levels above?
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