Max Level, spell slots, rebuking

Discussion in 'The Temple of Elemental Evil' started by Basil the Timid, Jun 6, 2008.

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  1. Basil the Timid

    Basil the Timid Dont Mention the War

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    Can class levels be raised past 10 or only the character level through multiclassing.

    If I understand correctly, it is possible to have a level 12 Sorceror, but no access to 6th+ level spells. This is fine provided that extra spells and spell slots are gained. In the case of a cleric, improved turning ability (commanding elementals might be fun).

    If I am incorrect, will it be possible for a 10th level cleric to command anything useful?
     
  2. Half Knight

    Half Knight Gibbering Mouther

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    You can go as far as 20 lvl without multiclassing.

    The exceptions, iirc, are the sorcerer and maybe the bard (with which you have to learn spells) at level 18 -19, and there it's when you have to multiclass.

    Clerics don't gain any different turning ability, they just get more powerful at it.
     
  3. Basil the Timid

    Basil the Timid Dont Mention the War

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    So it appears that I am totally wrong. There ARE 6-9th level spells now? Druids, Rangers and Barbarians will keep getting more class features beyond 10th level?

    What I meant by the Cleric's rebuking/commanding was for one who had Earth, Fire, Water (I know to avoid buggy Air), or Plant. Since the classes can go higher now, it is possible to command some interesting critters. Anyone have an interesting experience with this?
     
  4. Tyrannar

    Tyrannar Wanderer in the dark

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    Where do u get that stuff?
     
  5. Basil the Timid

    Basil the Timid Dont Mention the War

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    I was referring to the Domain Powers of the four element domains according to 3.5 rules. Is that what you meant by "stuff"?
     
  6. Tyrannar

    Tyrannar Wanderer in the dark

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    No I was referring to "idea" that u gain levels but not powers or spells associated with them.
     
  7. Basil the Timid

    Basil the Timid Dont Mention the War

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    Well, it appears that the assumption I had made, which was based on ALL the stuff (mostly from Co8) I had read about TOEE, was incorrect. That is why I sent the post to clarify - I was confused.

    For example, I thought I had read that there weren't higher level spells available to PCs (just maybe scrolls) and that multiclassing would therefore be highly desirable.

    If I was wrong, then I am glad that I have been corrected.

    * Had anyone had any experience commanding (permanent rebuke) any monsters?
     
  8. GuardianAngel82

    GuardianAngel82 Senior Member

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    Absolutely. My cleric of Hextor, just rcently had 6 zombies following her around. In the past, my cleric of Obad-hai commanded ALL the fire brothers in the Temple of Fire. Whether or not you can command some, or all, rather than "cower" them is dependent on your level and your charisma. There are feats that help, of course.

    It's been my experience that commanded undead and elementals are more trouble than they are worth. They will surround targets, blocking access by my killers. This can be bad if it is a demon or high-level mage.
     
  9. Basil the Timid

    Basil the Timid Dont Mention the War

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    So, basically, you have no way to assert any control over them? They just use their non-intelligence to attack any enemies. Do they have separate initiatives?

    I was also quite curious if anyone had the chance to try to command a dragon, since they have elemental descriptors. Of course, I doubt if the module would have a dragon that has half the hit die of the PC cleric.
     
  10. Pentegarn

    Pentegarn Pyromancer

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    I was goofing around one day and decided I wanted to see what types of weapons can be crafted in the ToEE/Co8 engine. So I made a cleric and a wizard and then hex edited them to give them enough exp for about 12th level or so. Leveled them. Did the Masterwork Weapons quest from the smith in Hommlet to get access to Masterwork equipment, then commenced to crafting. Then I realized, in order to truly see what was available, I needed to give the wizard and cleric all spells, so I did that through the console.

    So...

    What I learned from this that might apply to this thread is that there are indeed higher level spells including 9th level in the game, thanks most likely to the Co8 mod.

    As far as class features above 10th level, I'm not too sure. I read in one document that several of the Monk Class Features appear on the character sheet as he rises in levels above 10th, but no all of them work. Some of them do nothing. I think I read that their Flurry and Unarmed damage was implemented, but I'm not sure 100% on that. Far as the Barbarian, I don't recall reading anything about it, though there might have been something documented. But I'm guessing that Class Features that could be manifested in the engine were. Barbarian abilities like number of rages per day and damage reduction were probably implemented as they're already in the engine to some degree, but Class Features that do not exist was probably harder to add so not all were implemented with full success. That, at least, would be my guess.
     
  11. Half Knight

    Half Knight Gibbering Mouther

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    More or less.

    Afaik, some abilities aren't implemented (higher druid's wildshape), but some other, thogh the they weren't in the game, where solved with workarounds (monks get an invisible belt iirc, to have new abilities)

    Btw: there's no way you can control a Dragon ! :aaaa:

    They're not elementals, their type of creature is...well, dragon. Unless there's a domain that grant "turn/rebuke dragons". I hope not. :eek:mg:
     
  12. Basil the Timid

    Basil the Timid Dont Mention the War

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    Dragons have an elemental sub-type so, for example, a green dragon is: Dragon (Air). A fire elemental is: Elemental (Fire).

    Thus, it is the SUB-type that determines how the creature will respond to a cleric with Air, Earth, Fire, and/or Water domains. At least that is the way it is on PnP, which is why I posted here.

    Thanks also for the class features info. Peace.
     
  13. GuardianAngel82

    GuardianAngel82 Senior Member

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    They act independently in combat. They have separate initiatives.
     
  14. Tyrannar

    Tyrannar Wanderer in the dark

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    They act independently and individually but they act STUPID!!

    If u ever played Diablo 2 with Necromancer u know what's comin' to ya:yes:
     
  15. GuardianAngel82

    GuardianAngel82 Senior Member

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    I agree, commanded and summonded in ToEE are a PITA. I think this has been somewhat addressed in KotB, but my druids have never been able to "train" their summoned companions.

    These kind of issues are common to many AI-controlled characters. Witness combat in Baldur's Gate, Icewind Dale, Neverwinter Nights, Dungeon Siege, etc. Computers are very fast and they are tireless, but they are NOT very bright.

    The US Army has been working on robot weapon systems since I was in. When a 70 ton combat vehicle starts to have path-finding issues...

    I might add that the same issues occur when untrained and inexperienced humans are involved.
     
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