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Right I’ve been roped in to make a Mindflayer pbp campaign looking for 5 players. As such you will be playing LE, LN or NE Mind Flayer, lv6 characters, 2 traits, 32,000gp. Pathfinder rules, with quite open possibility of 3.5 material being used. So Mind Flayers: medium Aberration
8d8 hit die, ¾ attack bonus (+6/+1), good will saves (fort +2, ref +2, will +6), 4+int mod skill points
Class skills: acrobatics, climb, escape artist, fly, intimidate, knowledge (all), perception, spellcraft, stealth, survival and swim for being an Aberration
Reach 5ft
Darkvision 60ft
Mind blast- 60ft cone, target must succeed a will save (DC 14+ cha mod) or be stunned for 3d4, this is a standard action can be used at will
Psionics- you fain the following spell like abilities: at will- charm monster, detect thoughts, levitate, plane shift and suggestion, DCs are charisma based and count as caster lv8.
Improved grab- tentacles have grab ability which can be used on creatures up to large in size. Mind Flayer can grapple up to Huge creatures as long as it can reach their heads. Mind Flayer with at least one tentacle attached can in a single successful grapple check attach the renaming tentacles. Each tentacle attached gives a +2 bonus to grapple checks
Extract- if a mind flayer begins his turn with all four tentacles attached and makes a successful grapple check and automatically kill a living creature with a single head and brain
4 tentacles- 1d4 + strength mod + grab
Spell resistance 25+ class levels
Telepathy 100ft
Str +2, dex +4, con +2, int +8, wis +6, cha +6
+3 natural armour bonus
Languages: common, undercommon; bonus languages: abyssal, aquan, draconic, dwarven, elven, gnome, infernal and terran
Remember you have 14hd, thus have 7 feats in total and 3 ability score increases
Setting: a mash of all the 3.5 setting and Golarion, this is a world where Mind Flayers rule, though they are at war with the Aboleths. The Mind Flayers have managed to kill the sun, and darkness rules the land, all the other races (humans, elves, dwarfs, gnomes, drow, ect) are either slaves to the Mind Flayers or to the Aboleths. The only gods with any presence are; Abadar, Asmodeus, Zon-Kuthon, Urgathoa, Norgorber, Irori, Hextor, Vecna, and Loth. It’s a vague setting and I’ll build it up as we go along…

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ulgulanoth wrote:encounters are probably going to be at CR8-9, so not really big disadvantage... also remember you can boost your caster level some what with featsCan I take that +4 to CL, but not above your HD feat from 3.5? THe name escapes me.
Also how do you want to do item creation?
Practiced Spellcaster, from Complete Arcane.

David James Olsen |

Also dotting for interest.
And I'm looking at a wizard mind flayer. Though if the party needs it, I can go with rogue as a backup option.
I'm thinking a Mind Flayer Monk.
Would monk damage be different attacks other than the tentacles? Would improved grapple feats apply to the grab portion?

David James Olsen |

Manx Serimus wrote:I was going with wiz5/bloatmage 1, But if the game needs the players I am willing to make something else. Perhaps something clerick-ishAlso dotting for interest.
And I'm looking at a wizard mind flayer. Though if the party needs it, I can go with rogue as a backup option.
My alternate idea was Cleric of Zon-Kuthon but it is still rolling around in my head

Tiny Coffee Golem |

Tiny Coffee Golem wrote:My alternate idea was Cleric of Zon-Kuthon but it is still rolling around in my headManx Serimus wrote:I was going with wiz5/bloatmage 1, But if the game needs the players I am willing to make something else. Perhaps something clerick-ishAlso dotting for interest.
And I'm looking at a wizard mind flayer. Though if the party needs it, I can go with rogue as a backup option.
lol. Shall we roll for it? D100 highest number picks arcane or divine. Lowest takes the other?
;-)

David James Olsen |

David James Olsen wrote:Tiny Coffee Golem wrote:My alternate idea was Cleric of Zon-Kuthon but it is still rolling around in my headManx Serimus wrote:I was going with wiz5/bloatmage 1, But if the game needs the players I am willing to make something else. Perhaps something clerick-ishAlso dotting for interest.
And I'm looking at a wizard mind flayer. Though if the party needs it, I can go with rogue as a backup option.
lol. Shall we roll for it? D100 highest number picks arcane or divine. Lowest takes the other?
;-)
I wouldn't mind as a sorcerer was another idea I had, though it was Manx who had the wizard idea and I would defer to one of you two (I should have edited my last post better)

Monkeygod |

Haha, I so need to apply to this. First of all it sounds really interesting and twisted, my kinda game. Second, playing with TCG and Edgar is good times to be had by all.
Not sure what I'll play exactly, but I am leaning slightly to Anti-Paladin.
Question on tone: just how dark and adult will this game be?? Just so I can have a mindset for both character building and eventual play.

Manx Serimus |

I'm pretty easy to please. I am leery of spending too much time on developing a comprehensive concept or character sheet before knowing if I will be playing. Which is why I'm willing to fill a hole in the group if needed.
I am really learning to enjoy playing the wizard, but my standard is a rogue. And since he's allowing 3.5, I'd love to play a psion even more.

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Item creation- as close to RAW as possible, will allow discount on items during character creation
+4 cl feat- practiced spell caster- allowed
Monk flurry + improved grapple- monk flurry does not apply to tentacles but you can use the tentacles and flurry, tentacles would be secondary natural attacks, unarmed bonus doesn’t apply to the tentacles, improved grapple does stack with the grab ability.
So how adult the game be? – relatively dark, not uber dark, but quite dark
What happened to the other gods?- the other gods still exist, they just aren’t worshiped and thus are forgotten
Leadership- the cohort and the higher level followers would be loyal troops, the lv1s would be slaves
Psionic- for psionics we’ll be using the pathfinder psionic rules on the srd

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Tentacles are always considered secondary attacks unless you only use the tentacles
pretty much everything is allowed from pathfinder and 3.5 is allowed unless i veto it (basically no reality altering builds), now since i don't have a very large collection of 3.5 material anything you use you have to post what it does so i can see if you can use it or if i need to tweek it a bit. I don't have Lords of Madness but i am willing to let you use anything there as long as you post what it does. any changes i'll inform you guys and let you change your choice if you dislike the change
also, i think it would be best if you all just made the character you really wish to play and not bother too much on party dynamics, i'll tailor the encounters to match what you have

Monkeygod |

I was thinking of playing a Phrenic Slayer but it's only effective vs psionic creatures. Are the Aboleths going to be psionic at all? or should I pick something else??

Saerdna |
Cool! Just put together a character build, mostly for the lulz. The goal was to use their amazing intellect for as much as possible. I did most of the work late yesterday, and it seems like I screwed up skills bigtime, but here it is anyway:
LE Medium Aberration
Init +7 Senses Perception +22
DEFENSE
AC 31, touch 26, flat-footed 21 (+9 Int, +4 natural, +1 Deflection, +1 Dodge, +5 Wis, +1 Armor)
hp hp (10d8+4d10+)
Fort +14, Ref +10, Will +20
SR: 31
OFFENSE
Speed 30 ft.,
Melee
Ki-Spear: 15/10 1d8+7
+Powerattack: -0/-2 +4/6 Dmg
+Kirin Strike +18 Dmg
+Tentacles 9/9/9/9 1d4+2
Ranged
Hand of the Acolyte: 16 1d8+4
STATISTICS
Str 18, Dex 14, Con 16, Int 28, Wis 20, Cha 14
Base Atk +10; CMB +14; CMD 32
Feats: 7+1+2
Combat Expertise, Dodge, Skill Focus (arcana), Mantis Style, Kirin Style, Kirin Strike, Powerattack, Ability Focus (Stunning Fist), Furious Focus, Cournegon Smash
Skills 11max +10 +14
Know (all, 14 ranks) +26 (+32 arcana), Perception (14 ranks) +22, Sense Motive (14 ranks) +22, Climb (2 ranks) +8, Swim (2 ranks) +8, Stealth (2 ranks) +7, Survival (2 ranks) +10, Intimidage (14 ranks) +20, Spellcraft (2 ranks) +14
Languages Common, Undercommon, Abyssal, Draconic, Dwarven, Elven, Gnome, Infernal, Aquan, Terran
SPECIAL ABILITIES
Stuning Fist DC 26 6/Day
Mind Blast DC 16
Judgement 1/day
Hand of the Acolyte 8/Day
Evasion, Fuse Style, Know your enemy +1, Mind over Metal, Monster Lore, Orisons, Stern gaze +1, Detect Alignment, Track +1, Cunning Initiative, Domain: Magic
Gear 32000 -8000 -8000 -1000 -8000
Ki Spear +1, Belt of +2 Str, Headband of +2 Int, Bracers of Armor +1, Cloak of Resistance +2, Ring of Deflection +1, Amulet of Natural Armor +1,
I think I'm going to go with a quarterstaff instead of a spear. I'll fix this up by tomorrow. The basic idea is that this is an older grumpy badass grampa mindflayer, content in the knowledge that he can bring down any lesser being with only his staff (and superior mind). I have yet to figure out how to roleplay a mindflayer however... : )

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27 STR +9 [17]
16 DEX +3 [ 2]
16 CON +3 [ 5]
22 INT +6 [ 2]
14 WIS +2 [-2]
13 CHA +1 [-4]
Vivisectionist 6
6d8+18 HP
Saves:
fort 13
Reflex 13
Will 13
AC:22
FF:19 Touch:13
Init Modifier: +3
Skills:
Stealth 20
KN:Arcana 23
KN:Nature 23
KN:History 23
KN:Engineering 23
Acrobatics 20
Spellcraft 23
Perception 19
Craft Alchemy 23 [29 crafting]
Disguise: +18
Feats:
Iron Will
Power Attack
Furious Focus
Weapon Focus: Tentacle
Multi-Attack
Craft Wondrous Item
Extra Discovery (Spontaneous Healing)
Discoveries:
Feral Mutagen
Tumor Familiar
Spontaneous Healing [15hp/day]
Wings 6min/day
Attacks:
+19 4 tentacles, 1d4+9 each
W/ Str Mutagen:
+20 4 tentacles 1d4+5 each, +19 2 claws 1d6+11 each, +19 1 bite 1d8+11
Flanking=+3d6 on each
equipment: 373gp
+1 Keen Amulet of Mighty Fists
+4 Str Belt
+2 int headband
Cloak of Resistance +3
Alchemist's Kit
Boots of Speed
+2 Chain Shirt
Masterwork Dagger
Potions:
10 CLW, CL1
5 Endure Elements, CL1
5 Vocal Alteration CL1
Formula Book:
1st
Reduce Abberation
Enlarge Aberration
Shield
cure Light Wounds
Identify
Disguise Self
Vocal Alteration
Expeditious Retreat
Endure Elements
2-
Alchemical Allocation
Cure Moderate Wounds
Lesser Restoration
Forgot Saves, AC, and a few other things.
Saves:
fort 13
Reflex 13
Will 13
AC:22
FF:19 Touch:13
Init Modifier: +3

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This sounds interesting :-)
I was leaning towards a 'Lore' Oracle...
...taking the 'brain drain' and 'sidestep secret' revelations :-)
Str 14 Dex 11 Con 16 Int 15 Wis 18 Cha 26 (after racial adjustments)
Equipment:
Headband of Alluring Charisma +4 (16,000)
Cloak of Resistance +3 (9,000)
+2 Silken Ceremonial Armor (4,030)
+2970gp
is what leaps out at me at present :-)
EDIT: Will you allow the brain eater feat for mind flayers?

Saerdna |
Greetings again fellow brain-devouring squidheads! Wrote up stats for a mindflayer bard, which I feel seems more fun to run : ) It's not completely done yet, but it conveys the basic idea (missing some skill points, and all the gear isn't fixed). I picture him as a taskmaster/human resources guy that spends some time pondering over occult lore (a little lovecraftian feel with mind bending words and even skills for summoning beings from the outer realms !).
Bard (Sound Striker) 6
LE Medium Aberration
Init +4 Senses Perception +17, Darkvision 60ft
DEFENSE
AC 26, touch 15, flat-footed 22 (+4 Natural, +4 Dex, +7 Armor, +1 Deflection)
hp hp (12d8+36)
Fort +9, Ref +13, Will +15
SR: 31
OFFENSE
Speed 30 ft.,
Melee
4 Tentacles +11 1d4+1+grab
Arcane Strike + 3 dmg
Ranged
STATISTICS
Str 12, Dex 18, Con 16, Int 20, Wis 14, Cha 27
Base Atk +10; CMB +11; CMD 25
Feats: 7
Ability Focus (Mindblast), Lingering Preformance, Leadership, Discordant Voice, Arcane Strike, Practiced Spellcaster, Infernal Deal
Skills 9max + 3*6
Preform (Act, Oratory ;12 Ranks ->Bluff, Disguise, Diplomacy, Sense Motive) +26, Intimidate (12 ranks) +26, Perception (12 ranks) +17, Use Magic Device (12 ranks) +26, Spellcraft (12 ranks) +20, Know (Planes, Local 6 ranks) +17, Linguistics (12 ranks) +20, Stealth (6 ranks) +13, Heal (6 ranks) +8, Handle Animal (6 ranks) +17
Languages Common, Undercommon, Elven, Infernal, Draconic, Abyssal, Aklo, Aquan, Giant, Ignan, Orc, Auran, Terran, Goblin, Halfling, Gnome, Dwarven, Sylvan, Celestial
SPECIAL ABILITIES
Spell-like abilities:
Detect Thoughts DC 20, Charm Monster DC21, Levitate, Plane Shift, Suggestion DC 21
Mindblast DC: 24
Loremaster 1/day
Preformance: 24 rounds/day DC: 21
Motivate Courage +2
Fascinate
Wordstrike: 1d4+6
Weird Words: 6x1d8+8
+Discordant Voice (+1d6 sonic dmg)
Magical Knack: Bard, Natural-Born Leader, Distract, Countersong, Bardic Knowledge, Cantrips, Well-versed, Versatile Preformance (Act, Oratory)
Spells:
Known:
0: Prestidigitation, Sift, Mage Hand, Message, Detect Magic, Read Magic
1: Silent Image, Hideous Laughter, Grease, Vanish
2: Alter Self, Blistering Invective, Heroism, Glitterdust
Casting:
CL 12
DC 18/19/20
Per day: -/6/5
Gear 32000 -8000-4500-6300-2600-4000-1500
Headband of Cha +2, Cloak of Resistance +2, Circlet of Persuasion, Elven Chain +1, Handy Haversack, Soal Soap x3, Ring of Protection +1, Amulet of Natural Armor +1, Wand of Cure Light Wounds x2,
Minion:
Drow Fighter 6 (Unbreakable)/Pain Taster 4
LE medium Humanoid(elf)
Init +2, Senses: Perception +13, Darkvision 120ft
DEFENCE
AC , touch , flat-footed (+7 Armor, +2 Dex)
hp hp (10d10+30)
Fort +15, Ref +6, Will +5
+3 vs Mindeffects, +2 vs Enchantment, +4 vs Pain, +4 vs non-lethal, Immune to sleep
SR: 16; DR 2/- (DR 5/- vs nonlethal damage), Blood Control: -4
Light Blindness
OFFENCE
Whip +1: +16/11 1d3+5+2d6
Power Attack: -3/+6 + Intimidate
(Masochism +1/1)
Mwk Earthbreaker: 15/10 2d6+6
Power Attack: -3/+9 + Intimidate
(Masochism +1/1)
STATISTICS
Str 18 Dex 14 Con 16 Int 10 Wis 13 Cha 10
Base Attack: +10; CMB +14; CMD +27
Feats: 2b+3+1b+5
Endurance, Die Hard, Great Fortitude, Weapon Focus (Whip), Whip Master; Improved, Combat Reflexes, Power Attack, Cournegon Smash, Heroic Recovery, Bodyguard
Skills 26
Intimidate (10 ranks) +16, Perception (10 ranks) +13, Sense Motive (6 ranks) +7
Languages: Undercommon, Elven
SPECIAL ABILITIES
Spell-Like Abilities:
1/day: Dancing Lights, Darkness, Faerie Fire
Poison Use, Unflinching +2, Armor Training +1, Disciple of Vigor, Masochism, Cruelity +2d6, Damage Reduction 2/-, Blood Control, Uncanny Dodge
Gear -2000-4000-2000-1000-1350
Belt of +2 Con, Whip +1, Mwk Earthbreaker, Spiked Chainmail +1, Cloak of Resistance +1,
Now, I got some questions I would like to ask. I assume It's okay that I took leadership for a minion to do the dirty work? I built it using a 15p buy - I just assumed that was the baseline. Should I use a better/worse pointbuy and dose it gain traits?
Would there be any possibly to gain a scaling Mind Blast ? Do we advance our CL of our spell like abilities to our HD or do they stay the same?
Would it be possible to use the Infernal Bargain with keyboard skills instead of string? It feels more thematic sitting and playing an large organ (in appropriate thunderstorm) instead of some measly violin? And is it safe to assume that we (the mindflayers) own some kind of dwelling to put said organ in (heard they are quite heavy)?
Sorry for the barrage :P
Edit: Oh almost forgot, how do you feel about aiming all the weird words on one target ?
This performance replaces suggestion.
I searched the forum, and I think most agreed that it would be okay to nuke one target with em all - but your call