phaerimm

matt_v

First Post
I'm thinking about putting together a phaerimm pc together for an epic level campaign my group is going to be playing soon. Any thoughts as to what the ecl on it would be?

-matt
 

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Hi there Matt! :)

What sort of Abilities would such a character get (I don't have Monsters of Faerun unfortunately)?

I am sure I could work you out the ECL if I knew the details.
 




Phaerimms get a lot of stuff...

Large aberrations
Base HD: 5d8
+8 natural AC
6 attacks (4 claws, bite, stinger)
Reach
Abilities Str 12 Dex 13 Con 12 Int 18 Wis 16 Cha 17
Feats: Multiattack, Spell Focus, Spell Penetration

Poison delivered by stinger
SR 15 +1/3 levels of sorceror
Full vision 120' (invisible, incorporeal, astral)
Immunity to polymorph and petrification
Fly 30'
Cast spells as spell-like abilities (no components)

CR 5

Maitre D
 

Hi there! :)

Maitre Du Donjon said:
Phaerimms get a lot of stuff...

Large aberrations
Base HD: 5d8
+8 natural AC
6 attacks (4 claws, bite, stinger)
Reach
Abilities Str 12 Dex 13 Con 12 Int 18 Wis 16 Cha 17
Feats: Multiattack, Spell Focus, Spell Penetration

Poison delivered by stinger
SR 15 +1/3 levels of sorceror
Full vision 120' (invisible, incorporeal, astral)
Immunity to polymorph and petrification
Fly 30'
Cast spells as spell-like abilities (no components)

CR 5

Thanks.

Okay, its looking like ECL 12 (without wealth).

But I need to know:

Poison damage.
Flying Class.

Also I am assuming the following Ability Score Modifiers:

Str: +2
Dex: +2
Con: +2
Int: +8
Wis: +6
Cha: +6
 
Last edited:


Voadam: The description doesn't say anything about spells, except the fact that Phaerimms must advance as sorcerors...

Upper_Krust:

Poison Damage: Fort save (DC 15) initial paralysis for 2d4 rounds, secondary paralysis for 1d3 hours

Fly: as the spell (if they fly into an antimagic field they fall to the floor... that could be the answer we were looking for in a controversial thread from not too long ago)

Maitre D
 

Hello again mate! :)

Maitre Du Donjon said:
Upper_Krust:

Poison Damage: Fort save (DC 15) initial paralysis for 2d4 rounds, secondary paralysis for 1d3 hours

Fly: as the spell (if they fly into an antimagic field they fall to the floor... that could be the answer we were looking for in a controversial thread from not too long ago)

Okay definately ECL 12 without equipment.
 

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