Slaved said:
The pixie has a racial adjustment to charisma of +6 so that means that this rogue pixie had a base charisma score of 20? That could mean a starting 18 with a +2 item though.
In order to get +10 with the bow that will take a dexterity of 28. It could be a +1 bow though and the pixie does get a +8 to dexterity so that would bring the starting dexterity down to 18.
What method are you using to generate the characters statistics? It looks like there are two 18's right there!
It's possible to get six 18's using the standard rolling method. I don't see why two are so unbelieveable. It's a masterwork bow, but you're correct on both counts.
Nail said:
Easy there, tiger.
In your initial post, you wrote as if you were allowing the pixie as a beginning PC. PCs begin at level 1, so...... I'm glad to see you're up on the whole ECL thing. Many, many, many people are confused by it.
Many.
You've got the answer to your initial question: Pixie PCs don't automatically gain the magical arrows. It's in the rules text. Done.
Next!
Well...she is a beginning PC. She's beginning at ECL 5, joining a game already in progress.
Unfortunately, it's not "in the rules text". There's no reason pixies automatically get the arrows, but there's also no reason they don't. It says pixies sometimes have them. It is completely vague and completely open to interpretation. It's likely that since they are absent from the "Pixies as characters" entry, banning the arrows will not affect her ECL at all.
There are no pricing guidelines anywhere in the core rules for such items, nor are there any precedents; therefore, one can't say with perfect certainty that they absolutely do or do not get the arrows. The fact that there are people that hold every opinion on my poll, plus a few more, proves that. If my poll said "do hobgoblins get +2 con?" every single person would vote "yes" because that is concretely stated in the rules text. This is not.
If hobgoblins "sometimes carry bazookas" then it stands to reason that they may or may not start with one, and they may or may not be able to access them at a later date at the heavy anti-tank weaponry deposit.
Elethiomel said:
I've run pixies without problems, in two different games. Things to watch out for:
- Flying and invisibility at low levels can be a killer combo for many published adventures. It's a killer information gathering device.
- 60' Flying and invisibility combined with rogue sneak attack at higher levels can be a killer combo against monsters that don't have invisibility seeing capability and 30' movement or less. If your NPCs are planning on using standard locomotion to retreat, a pixie can make this impossible, let alone if that rogue can use sneak attack every round.
Barring these caveats, I don't think pixies are a big problem. I've run them at levels 1-12 (in one campaign - I made up my own savage progression as I didn't have access to Savage Species) and 12-15 (in another). If the PC pixie retreats when confronted with things like a ticked off, vengeful Erinyes with Cold Iron arrows for her bow, insta-death is not so common. If the PCs become famous, NPCs who see their goals opposing those of the party will invest in invisibility-seeing stuff. If the Pixie is a Rogue, area effects will probably not be a big worry because they gain Evasion at ECL6, and with that DEX they're way ahead in Reflex saves.
The PC will need to watch out for enemy spellcasters. These are particularly problematic because not only can they often see the pixie, they also do things that require Will or Fortitude saves. These two saves are, IMO, the weak points in the pixie rogue build, not their hit points (assuming a cautious player).
Edit: Keep in mind:
Even if the pixie did not take damage in an encounter does not mean that the encounter was not dangerous for the pixie. What I said above is true if the player is smart enough to keep the pixie out of HP-harm's way, which a pixie player should. This means that the pixie PC is expending resources (actions, items) to keep out of harm's way that another character wouldn't need. High-LA races without serious CON bonuses will function radically different from other kinds of characters and GMs and players who are used to gauge an encounter's difficulty by what amount of hit points and spells characters are left with after battle may have a hard time understanding how to play / how to challenge such characters.
Tons of good information there for me and others, thanks. I tend to design encounters where a player's abilities are necessary, not where they overpower things. I mean...letting someone play a character with wings and then being caught off guard when they fly over a wall is kinda silly. Make the only way to get where they're going be available because someone can fly over the wall undetected.
The point of this thread was to get an overall gist of just exactly what I'm getting myself into, and it's pretty much exactly what I guessed: depending on your group's playstyle and your player's ability, the pixie can range from uber-broken to terribly underpowered.
I believe I'm going to allow later access to the arrows if she proves to be underpowered. If, however, she proves awesomesauce, then I'll withold them indefinitely since she will not need any extra boosts...and because the precedent for sleeping is based on HD and I really don't like the idea of the arrows.