Coure Eladrin Question

Gromnar

First Post
Greetings everyone!

I have a question relating to the Coure Eladrin listed in the Book of Exalted Deeds (Pg. 168-169).

The Coure is capable of taking an alternate form, similar to that of a Ghaele (and incorporeal ball of light). Unlike a Ghaele, there is no description of any light rays or indeed, any ability for it to attack in this form, but the wording is a bit confusing to me.

Under its Alternate form entry, it states "While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work against them." Yet, while incorporeal, can it use its dagger? With the absence of light rays, that's the only thing I could think of.

Then, I found a Wizard's reference of an NPC Coure at this link. Expedition to the Ruins of Greyhawk Excerpts Scroll down to the stats of "Vexia". Wizards give an example of Vexia in her alternate form, but it seems like she can't attack at all while in this form.

My question is, is this the case? While incorporeal, does a Coure Eladrin have no attack capability except for its magic missile spell-like ability?

Thanks for the help!
 

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Does anyone have any clarification on the Coure's ability to attack in its alternate form? My game is tonight and I'd really appreciate any advise.

Thanks in advance!
 

After reading the BoED entry, the only attack I see accessable to you in the 3/day Magic Missile. Reading the Savage Species racial progression I see the Light Ray ability you're refering to, it doesn't appear present in the Coure.

So as written, 3 Magic Missiles appears to be what you've got.

However, are you playing a straight Coure? Do you have class levels in anything that will grant you additional options, like spells (like a cleric using spells that don't require somatic or verbal componenets) or attacks (Like the Warlock's Eldritch blast)? Or would you be interested in using the SS progression to level a Coure according to the progression and grant yourself the abilities, including attacks, as you level up?

I think I remember a feat that grants you additional times per day using a spell-like ability, but I can't seem to find where this might be.
 

Hi Rumbletiger, thanks for the reply!

I'm DMing a campaign and the Coure's are NPC's one of the PC's has summoned using a Call Faithful Servant spell. 3 Coure's were summoned and I might indeed give each of the three a few class levels ontop of their normal racial hit dice.

I wasn't aware that the Coure was in Savage Species. I thought the closest thing to it would be a lantern archon. Also, if the Coure in this SS entry does have a light ray, I suppose I could just add that into the monster. Is there a Coure errata for SS?

The main thing that confused me was that the one entry says their attacks bypass armor, yet they can't attack.
 

the Eladrin is in SS, but they don't specify which one. I'd assume it's one of the bigger one's honestly, but you've got some flexibility to use the progression to create a stronger-than-average Coure at the end of the progression should you choose to use it.

I'd assume the reference to ignoring armor but no listed attacks was in case someone decided to give the creature class levels, you knew what to do with them, but you're right, it doesn't make clear sense.
 

I'm looking to give each of the three Coure's about 2-3 levels in a base class. Does anyone have any suggestions?

These Coure's are coming from Brightwater, called by a Cleric of Sharess. I'd like to avoid them taking levels of bard, since the PC also has levels of that class. The intent of them is to be spies, scouts and informants. So far I'm thinking rogue, but any suggestions are welcome.
 

I'm looking to give each of the three Coure's about 2-3 levels in a base class. Does anyone have any suggestions?

These Coure's are coming from Brightwater, called by a Cleric of Sharess. I'd like to avoid them taking levels of bard, since the PC also has levels of that class. The intent of them is to be spies, scouts and informants. So far I'm thinking rogue, but any suggestions are welcome.
Spies... Ability to observe, identify valuable information, report
Scouts...Ability to be unseen and undetected
Informants...Ability to do well with social skills

doesn't sound like you really need them for their combat skills. Am I remembering that in the alternate ball-of-light form they don't need to make move silently checks?

I'd recommend:
-Wizard, three levels would be able to cast Invisibility, combined with being silent already and flying would cover what you're looking for
-Sorcerer, cherry picking spells for the above purposes
-Warlock, cherry picking invocations and would grant a ranged touch attack if you needed it
-Rogue is good for the skill selection
 

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