[GO:V] A Game of Opposites: Villains OOC (Heroes Stay out!)

Anyone have any idea how illithids name themselves? Some examples maybe to kick start the imagination?

Having thought about it a bit more, how about an Illithid / ranger, specialised in fighting (and less violent resolutions if need be) Drow. The council of war decided that his (her, it's, his/her???) talents would be useful for the successful completion of the mission.

And just to set the mood, a little bit of a poem I just wrote (honest, it's a completely origional work):

"Into the cavern of death strode the six heroes,
Mind blasts ahead of them, mind blasts to the left of them and mind blasts to the right of them."
 

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Hygric said:

"Into the cavern of death strode the six heroes,
Mind blasts ahead of them, mind blasts to the left of them and mind blasts to the right of them."

Just one thing to say:

Muhahahaha (evil laugh)

And janos, why not make a fiendish mind flayer?

and ECL 8 leaves, say 5 levels for classes, the PC's will begin at lvl 16 then.

I will allow one of you to make a cave system, including the following features:

1 lake
2-6 Greater rooms
1-7 Smaller rooms
1-4 entrances/exits to each room, one greater room having 6 (the central room) and some small rooms with only one entrance.
Hallways have to be at least 5 foot wide, except on two places. There have to be at least 4 differnt routes to the central room.
The cavern is natural, and the hallways connecting the rooms have to differ in length, but not be too long.

you can all discuss the layout and special features. but I'll have the fnal word ina llowing the cave.

Characters: lvl 13, with half of the XP needed for lvl 14, preferably illithid (althoug one goblin at the moment, and a possible outsider/fiendish mind flayer) Every Mind Flayer can create 2 thralls of whose combined levels are not greater than 12, and all thrall have to be lvl 3 atleast. All knid of monsters can be chosen as thralls. Money: The mind flayers have as the DMG +10000, others have money as the DMG, thralls have halve the money than in the DMG.
Traps will cost money and XP to create. Guidelines in the DMG and Traps and treachery (1 +2).

Any questions, comments?
With the money you will also need to buy materials for traps.
 



Well, being villain does not automatically mean it has to be a *monster*. Mind Flayers just suck. Oh, sure, they get all those 'great' abilities, but nothing with a will save above DC 18, which, at level 15 even the barbarian has a good chance of making...

So I'd rather be half fiend or something...at least something with a lot of class levels.

BTW, level 16 = 8th level spells = Mind Blank = Bye Bye Flayer Abilities.
 

28 Point buy, I'll look at the feats when I get home (with the MM)

I agree with Janos that mind flayer bilities can be easily overcome at lvl 16 PC's but it;s your call what to be.

If I look into TFO's list of favorite monsters, I can see Slaadi working out very well too. Although I need to check the MM.

But as I said, it's your call. Whatever the majority decides, goes.

And being Mindflayers will pay off in Thralls and slaves, you can take thralls that supplement your abilities. Or Janos could have a char that focusses on other things.

I Think that too non mindflayers is the max though.
 

Ok, just so people know what Flayers bonuses are:
+2 Str, +4 Dex, +2Con, +8 Int, +6 Wis +6 Cha.
+8d8 HD, +6 BAB, +2 Fort, +2 Ref +6 Will, +3 natural armor
-3 ranks/skill, +6 bluff, +11 Concentration, Hide, Intimidate, Listen, Move Silently, Spot, +4 knowledge (any two).

Feats they come with are Alertness, Combat Casting, Dodge, Improved Initiative, Weapon Finesse (tentacle), some of which I might wanna swap.

I'm assuming just Core + Splat books for creation? Of I can whip out a more Vile book?
 

At level 16 I can whip up a DC 25 Mindblast with no prob... But mindblank kills psions anyway so that's a general given fact =]

Edit: I'll post Mindflayer names later tonight :)
 
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Timothy said:

Characters: lvl 13, with half of the XP needed for lvl 14, preferably illithid (althoug one goblin at the moment, and a possible outsider/fiendish mind flayer) Every Mind Flayer can create 2 thralls of whose combined levels are not greater than 12, and all thrall have to be lvl 3 atleast. All knid of monsters can be chosen as thralls. Money: The mind flayers have as the DMG +10000, others have money as the DMG, thralls have halve the money than in the DMG.
Traps will cost money and XP to create. Guidelines in the DMG and Traps and treachery (1 +2).

As I have already stated in a prior post, I think that having more levels makes the villains weaker than the PCs. I would prefer just 3 levels for mindflayers at most. I don't think that two levels for us is worth worrying about 7th level spells vs. 6th level spells. Just look what they'll be getting at 7th...resurrection or quickened fireballs! Plus I agree with the prior point about mindflayer abilities' DC's being poor. The higher level we are, the more worthless our mindflayer abilities. At 13th, a single class will save will be +4 or +8 without ability score bonuses. Our mindblast will not mean anything. I would prefer if we have more ability to substitute or customize the base abilities of the mindflayers, rather than getting more levels to use.

By the way, we already qualify for some prestige classes! Just keep that in mind when building your mindflayer to inflict maximum pain!
 

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