I'll admit it: I'm playing an Illithid.


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I think either Psion, but mostly for the psionic feats, such as inertial barrier (nice +4 AC, though does not stack with bracers), or Cleric. Cleric could actually could be very interesting, depending on the deity you choose (and the domains). Perhaps you could even craft your own "Illithid" domain!

Rav
 

Go with Ranger....

Two-weapon wielding Mind Flayer for the first couple of levels, with a few things you know how to 'hunt'

Once you can meet the prereqs, go into Assassin.

Or maybe take those first levels of rogue....sneak attack with tentacles. They're brains' out before they know what hit 'em.

Either way, work up the stealth angle. They can't hate what they can't see.

Or, you could go a bit power-gamey and go with a Telepath. Who cares if you're a mind flayer? You can *make* them trust you.

I'd prefer a mind flayer with a bit of punch, though. And I think the idea of a dual-wielding mind flayer assassin is just sweet.

Maybe get the best of many worlds and go with psychic warrior?
 

Personally, I'm impressed that a 1 hit dice character has 60 hit points. How did you manage that?

After all, you get no extra hit dice for that character. NONE. Nada. Zero. Plus, if the rest of the characters are 14th level, you would be 15th level, having one class level in addition to being a mind flayer with all attendant powers. In other words, that party you are adventuring with got cheated out of a whole level if all of you are supposed to be equivalent levels to start with.

In short, your DM is not using the rules as written - which is O.K. if he allows it - but by rights, one good sneeze would blow over a by-the-book mind flayer PC with a +14 ECL.
 

Henry said:
Personally, I'm impressed that a 1 hit dice character has 60 hit points. How did you manage that?

After all, you get no extra hit dice for that character. NONE. Nada. Zero.

He does, however, get the mind flayer's regular HD, which is 8d8 (+ Con bonuses).
 

Yes Hong, tell the Moderator that he's wrong! (Rav starts to fan the flames)

Buttum... Henry... You are! No hard feelings though right? Hey. Hey! HEY! Don't touch that "Ban User" button now!

AAAAARG *blip*
 



Obviously, a DM should consider things very carefully before allowing "monster races", especially if they have potent spell-like abilities they can use at will. I'd consider making these abilities work 3/day and reducing the ECL a level or two to compensate. The books say "at will", but how many of them actually get to use them more than 3/day or so against PC's?

I think the rest of the party must have all had poor Will saves, because any 14th level spellcaster I can think of should be able to make that DC 17 save against that Suggestion spell without rolling (+9 class, +2 to +4 for Wisdom, +5 for that Cloak of Resistance everyone should have by 14th level). Or failed their save "for story purposes", which is letting the 'thid off easy.

Yeah, Hill Giants are easy. They are also CR 7, which should be earning your 14th level party minimal experience. Sooner or later, your 'thid will find an Iron Golem, and Plane Shift will be the only way out.

Plane Shift out of your problems, you say? You gotta specify a plane, you land several dozen miles off-target (read the spell), and most other planes are quite dangerous! Sure, you could Shift again if you find trouble, but the DM should be making you roll initiative to see if the monster gets a couple licks in first. You cannot Shift to exact locations, so you'll never quite get back to where you were. It is an excellent escape ability, but far from foolproof!
 

"Proceed to latch on tentacles, decide to detect thoughts before I extract. "Why is this happening?", he wonders. I shrug -- slurp!"

"Maybe. But you're still not playing a vegetarian mind flayer with a bag over his head. "

**************************

<Eridanis wipes his lunch off his computer monitor>

Oh, man, this is the best thread I've read in a while. I missed ENworld!
 

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