Angelsboi
First Post
Ok this is the 2nd adventure in my ongoing campaign. The farmer they are trying to find is nowhere to be found but they may just meet up with him in episode 2.
Hes an Expert 2 (farmer)/Psionic 3 (Savant) CR 4.
According to the book he should have 4300 gp. Well i was like, ill give him a psionic weapon.
Hes doing some VERY evil things and the PCs dont know whats going on JUST yet. They are just trying to find out why hes missing and why an old church to some forgotten god is under his abandoned house.
So i give him a +1 Sickle. Fair enough correct? Well i follow the intelligent item theory and got a 01.
So im like COOL! So i roll and its Highest Stat is Intelligence, followed by Charisma and then Wisdom. The stats?
2d6+7 for 2 and 3d6 for one.
Int: 19 Wis: 11 Cha: 14
So this is very intelligent and im looking and going ... "ok this is fitting with my plans.
So i finish it up and it looks like this:
Illitharid
Mind Devourer
Intelligent Sickle +1
Alignment: Chaotic Evil
Int: 19 Wis: 11 Cha: 14
Ego: 14
Communication: Common, Illithiad, Draconic, Abyssal, Infernal,
Market Mod: +17,500 gp
Primary Ability: Improved Inititive
Extraordinary Ability: Feeblemind 2/day (Will Negates DC 19)
Purpose: Defeat/Slay Psions
Special Purpose Power: Slay Living (DC 15)
The story behind Old Man Gentry is his ancestors discovered an Olde Gods temple beneath his house and they started to uncover who they really were (Olde Gods were Mind Flayers before the New Gods banished them far away). This one particular Olde God got through to Gentry and now is using him as a pawn. I have no clue how this farmer got this weapon.
Anyway my questions are:
1) Is this wrong?
2) Are my players screwed?
3) Should i continue giving him the other 2000 gp worth of items?
4) If hes Chaotic Neutral, does he get the -1 level?
Im hoping he escapes but you know PCs ....
[edit: Fixed Int]
Hes an Expert 2 (farmer)/Psionic 3 (Savant) CR 4.
According to the book he should have 4300 gp. Well i was like, ill give him a psionic weapon.
Hes doing some VERY evil things and the PCs dont know whats going on JUST yet. They are just trying to find out why hes missing and why an old church to some forgotten god is under his abandoned house.
So i give him a +1 Sickle. Fair enough correct? Well i follow the intelligent item theory and got a 01.

So im like COOL! So i roll and its Highest Stat is Intelligence, followed by Charisma and then Wisdom. The stats?
2d6+7 for 2 and 3d6 for one.
Int: 19 Wis: 11 Cha: 14
So this is very intelligent and im looking and going ... "ok this is fitting with my plans.
So i finish it up and it looks like this:
Illitharid
Mind Devourer
Intelligent Sickle +1
Alignment: Chaotic Evil
Int: 19 Wis: 11 Cha: 14
Ego: 14
Communication: Common, Illithiad, Draconic, Abyssal, Infernal,
Market Mod: +17,500 gp
Primary Ability: Improved Inititive
Extraordinary Ability: Feeblemind 2/day (Will Negates DC 19)
Purpose: Defeat/Slay Psions
Special Purpose Power: Slay Living (DC 15)
The story behind Old Man Gentry is his ancestors discovered an Olde Gods temple beneath his house and they started to uncover who they really were (Olde Gods were Mind Flayers before the New Gods banished them far away). This one particular Olde God got through to Gentry and now is using him as a pawn. I have no clue how this farmer got this weapon.
Anyway my questions are:
1) Is this wrong?
2) Are my players screwed?
3) Should i continue giving him the other 2000 gp worth of items?
4) If hes Chaotic Neutral, does he get the -1 level?
Im hoping he escapes but you know PCs ....
[edit: Fixed Int]
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