OOC: House Millithor in COSQ part 4

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Expanded PsiHB, of course. There are just two reasons to use the non-expanded version, and those are weapon specialization and Tumble as a class skill, which I don't consider worth losing all the stuff that the expanded version has.

Unfortunately I don't have Mindscapes. I'll e-mail that hexblade write-up right now.
 

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Don't worry about Mindscapes, I can explain that to you hear later. It is essentially a much simplified method of mental combat that actually gives you some tangible benefits in combat. It is written by Bruce Cordell and published by Malhavoc Press (you can get it as a PDF for not a lot of cash, if you so desire). I'd also like to reintroduce talents, as non-augmentable simple little tricks that psychic people can do to make their lives a little more interesting.
 

Poor students don't have Visas :(
I've been meaning to talk to my bank and ask if PayPal works with my account, that'd allow me to do some .pdf shopping.
 

I just checked, my hexblade rendition of Torellan has a higher save DC on Dominate Person than Quertus! :p

Of course, Torellan only has a range of 30ft and a caster level of 12 for it. But still.
 

Personally, I think a Frenzied Berserker Troll with a ring of spell storing (anti-magic globe) is the way to go. The half-fiend template isn't necessary, unless you like playing the Flying Purple People Eater.

Serpenteye said:
And I was quite serious ;). I've actually considered making a Frenzied Berserker Half-fiend Troll (one or two levels of troll from Savage Species). He would be nearly unkillable in combat and when his frenzy ended he would simply go to sleep and slowly regenerate his wounds. Unless the whole party dies or flees he would be fairly safe...
But I'd rather play a spellcaster.
 

Endur said:
Personally, I think a Frenzied Berserker Troll with a ring of spell storing (anti-magic globe) is the way to go. The half-fiend template isn't necessary, unless you like playing the Flying Purple People Eater.


That would be funny until he had a patch of Green Slime fall on him...
 
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Uriel said:
That would be funny until he had a patch of Green Slime fall on him...

At these levels he could easily afford rings of protection from fire and acid, the wings are also unneccessary (since they give such a very slow fly speed). The main point of H-F would be the boost to intelligence, to make him more than a stupid animal on steroids.
If (when) my first character dies I'll give this one a try. :)
 

Serpenteye said:
At these levels he could easily afford rings of protection from fire and acid...


Not to quibble, but nowhere in the Green Slime description <DMG pg 76> does it describe the damage as either fire or acid. It does say that green Slime converts the organic material into new green slime.
That is not burning and that is not acid damage.
Please feel free to correct me if i am wrong.

-Uriel


Green Slime has always been the DMs super Agent X for snuffing PCs.
 
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Is it ok if I make some improvements to the Robe of the Evil Archmagi?

Robe of the Evil Archmagi: 75'000gp (+5 ac, +4 saves, 18 SR, Spell Penetration)

Greater Robe of the Evil Archmagi +8 ac (+39000gp), +5 saves (+9000gp), 18 SR, Spell Penetration, Greater Spell Penetration (+10000gp), Use activated Acane Sight (+30000gp)
(all costs in addition to those already in the RotEAm, for a grand total of 163'000gp)
 

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