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The pdf keeps mentioning a superior electroshocker invention without actually providing one. Where is it?


I've noticed that the Moon Child gets a grand total of six houses by level 20, but there are only five houses to choose from. Should I just homebrew some more houses, or will there be more to follow?


What happens to the target if a Psion Uncarnate casts Mind Switch? Do they just hover around in limbo while the spell continues, or do they gain a sort of incorporeal body. Considering that an Uncarnate is a purely mental being, does it have a body for the target to temporarily inhabit?


We were playing 3.5 with a 4th level party, and I was running a Soulknife.

Our party had been tasked to attack a gnoll camp in the middle of the forest. The GM had set up the camp so that there was a massive boulder with a cave in it at the west end of the camp, with a group of elites and the chief near the entrance and about 15 archers near the east end, where the GM expected us to come from. The wind was blowing westward, so the gnolls would smell us coming if we entered from the east.

Instead, we took a wide path around till we were behind the boulder/cave. I had taken the Up the Walls feat, so I carried our fighter and cleric up onto the boulder while the rest of our party prepared to go around. We enlarged the fighter and then he and I leapt off the rock and immediately slaughtered the chieftain.

Half the archers fled in terror while the rest of our group came out and lit the rest of the camp on fire. Eventually all that was left was the legless gnoll priestess inside the cave, in a wooden palanquin, who would throw magic at us whenever we stuck our heads in. I climbed back onto the rock, then popped my head in the top of the cave entrance and threw alchemist's fire at the palanquin. It caught fire and the priestess incinerated in it.

We ended up dropping the strongest warrior immediately, avoided fighting half the gnolls, and prevented the priestess from getting to an advantageous position for her magic.


The group that I play with likes playing with particularly powerful characters, so what we do is roll 4d6 five times, re-rolling 1s, and then just throw in an 18.

Makes for very powerful characters, if that's the kind of thing you want.


Alchemist/Artificer would be crazy awesome, not to mention just plain crazy, for a mad scientist character.