So I'm going to be an Imp...

mmu1

First Post
... in an evil campaign starting off at 7th level, and meant to be relatively high powered (and to progress to high levels, hopefully).

While not a familiar as such, he is going to be a little fiendish henchman for another PC, a human Red Wizard. We've settled on an ECL of +4, so I have 3 levels to work with... What I'm looking for are some ideas for the following:

1.What class should I choose? Currently, I'm thinking rogue, but I wouldn't mind hearing suggestions...

2. Feat selection: I'll only have two, so I have to be somewhat picky here... He gets Dodge for being an Imp, so I'm thinking Mobility and Spring Attack - they seem perfect for a little (somewhat) cowardly devil.

4. Items: I have 20,000 gold to spend...

Finally, a rules question, if I can sneak one in here... How do you determine class skills and max ranks for an Imp? The stat block in the Monster Manual seems to have as many as 5 or 6 skill points assigned to certain skills, is the max supposed to be HD+3?

Thanks...
 

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I would suggest a 2nd rogue 1st wizard imp, imagine the fun you could have sneaking peaks at your "master's" spellbook, filching 100 gp pearls from him, borrowing a minor wand that he has no more use for (in your mind of course). Either that or stick with the straight rogue concept and pick up as many ranks as you can in use magic device to play with borrowed toys.

As for feats, how about lightning reflexes to help you get out of the way if your "master" ever catches you peaking at his spell book?
 

Not sure for class levels, but I do have a suggestion for an imp character:


As one of your two polymorph shapes: pick Human.
 

<Twink>
One thing to keep in mind when creating the character, the stats in the Imp description are just the racial average. Make sure that the game master allows you to roll for your states and taht you make the best use of your dex and wisdom bonuses.

My personal suggestion would be that you create either a Rogue/Cleric or a Rogue/Wizard. With the Imp's wisdom bonus the use of clerical magics could be quite usefull. Keep in mind that the darkness spell would be particularly usefull to your character. Either route would give you access to this spell.

As far as magic items I would suggest that you look into items that play into your strengths. Things that improve your dexterity or AC could be very usefull. The two big ones for your charcter would be items that grant a deflection bonus or armor bonus. I would personnaly suggest the following items. Bracers of Mage Armor +3(9000 GP), Gloves of Dexterity +2(4000 GP), Ring of Protection +1 (2000 GP). This would leave you 5000 GP and an (assuming you roll at least one 16 to put into Dex) AC of 26. I would also suggest the purchase of a wand of darkness, since you can easily see through magical darkness and it would provide you all the benefits of invisibility without having to stop every other round to turn invisible.
</Twink>
 

Being the Red Wizard PC that MMU1 is talking about, I'll be on the lookout for any use of Hygric's dirty tactics by my "loyal" imp companion. :D
 


tabrumj said:
<Twink>
As far as magic items I would suggest that you look into items that play into your strengths. Things that improve your dexterity or AC could be very usefull. The two big ones for your charcter would be items that grant a deflection bonus or armor bonus. I would personnaly suggest the following items. Bracers of Mage Armor +3(9000 GP), Gloves of Dexterity +2(4000 GP), Ring of Protection +1 (2000 GP). This would leave you 5000 GP and an (assuming you roll at least one 16 to put into Dex) AC of 26. I would also suggest the purchase of a wand of darkness, since you can easily see through magical darkness and it would provide you all the benefits of invisibility without having to stop every other round to turn invisible.
</Twink>

I'm already set on the Gloves of Dex, but I was actually thinking of just giving the little guy some light armor, like a Mithral chain shirt. He is roughly humanoid, so it shouldn't be a problem...

The Darkness idea is tempting, but I think I'm going to try to keep a slightly lower profile... Don't want to either invite a nerf of the character, or attract too much undue attention. With Spring attack, he should be able to just dart in and out of combat anyway without needing to waste every other round to turn invisible.
 

What about the Feat: Quicken Spell-Like Ability? That could make your Invisibility a little more tactical, and give three Rogue levels real menace.

-- Nifft

(PS: I'm the evil human Druid of Auril... very little of my stuff would excite an Imp :p )
 

Nifft said:
What about the Feat: Quicken Spell-Like Ability? That could make your Invisibility a little more tactical, and give three Rogue levels real menace.

I thought about it, but it seems a bit much... And I'm less then enthusiastic about staying very close to anything I might sting (even if invisible), especially anything large. With Spring Attack, a good score in Tumble, and 50' of flying movement I should be able to just spring in and out of flanking positions anyway.
 

You could take Flyby Attack instead of Dodge + Mobility + Spring Attack... then you could go invisible (free action), fly 10-40', take an attack, tumble out, and end your movement at 50'.

-- Nifft
 

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