Spinner

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Sep 7, 2002
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Archived from groups: rec.games.frp.dnd (More info?)

My character in our new "pick-up" campaign (by the book, low-story, every
adventure done in one session, no loose ends or messy NPC relationships,
etc.) was just slain by a skeletal chimera (she was a cleric of Wee Jas and
could not rebuke it even though I rolled a 20!!!)

So the module had an imp in it who ran away from us at the end -- I rolled
up a new character and am now playing that imp.

I'm using Savage Species Imp class (7 levels of fun) and interlacing Imp
levels with regular PC levels (this isn't by the book ... well, it's one
exception our DM agreed to make for the fun of all).

So I'll be starting this new guy at 3rd level and he'll be an
Imp2/Spellthief1. Now doesn't that sound like fun? I took Dodge and
Mobility so I can fly in and sting my enemies without provoking an AOO (my
AC is also through the roof with my tiny chain shirt and my high Dex and
tiny size). My Hide skill rocks also and I currently have 1d6 sneak attack
(which, with Spellthief, can be given up for the theft of a 0 or 1st level
spell).

Any advice for me -- roleplaying or tactical? I'm quite looking forward to
playing this little guy. I had a look at Alter Self to see what I might
eventually be able to turn into -- all Mephits and Magmins and Lantern
Archons and such because I can't get bigger than Small size! I think I want
to maximize my sneaks and stick with Spellthief and Rogue levels, pump my
Dex through the roof and slowly build spells as I go up in level. Maybe add
Assassin or Shadowdancer?


Spinner
 
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Archived from groups: rec.games.frp.dnd (More info?)

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Spinner wrote:
<snip>
| So the module had an imp in it who ran away from us at the end -- I
rolled
| up a new character and am now playing that imp.
<snip>

Feel free to take some ideas from my all-time favorite imp:

In one game, a LG spellcaster (through a long and wierd plotline that
I'll not bore you with) who happened to have the improved familiar feat
ended up taking an imp as a familiar. After a bit, the DM ruled that
that player was RP-ing her chaotic-neutral-with-evil-leanings imp to be
just a little too happily cooperative for the DM (or anyone else
present) to buy. In order to change things up, he asked me to RP the
imp in addition to my character.

This imp didn't speak very good common. He tended to refer to magical
things as "shinies" or "sparklies", which the party didn't catch on to
until about 3/4 of the way in to my first game session as the imp.

The imp liked to collect "shinies" and "sparklies", which he could
easily identify with his always-on magic sight (detect magic at will).
Since the only spellcaster in the group (his master) had a very limited
ability to detect magic, and it took them so long to figure out that
"shiny" or "sparkly" items were magic, he managed to get his hands on
several cool toys before the party wised up.

Since his master was Lawful, he used her own code of ethics against her
to keep her from taking the "gifts" back.

The master acquired, at the same time she got this familiar, a bottle
that she could trap him inside (with a relatively difficult Will save to
stay out). The imp deeply resented use of the bottle.

When the party let the imp have a small, ordinary-looking tan bag (that
he was practically begging for), he reached inside and felt something
fuzzy. He pulled it out and tossed it aside, and (yes, that was a bag
of tricks) promptly acquired a very obedient rinocerous. The imp gave
his new rino one order: "Don't let her put me in that bottle!"

The imp would never let his master come to harm (of course, he didn't
care how much he inconvenieced or embarrassed her, as long as it wasn't
particularly lethal). He also never disobeyed a direct command (though
he had some very interesting interpretations of the more loophole-ridden
commands she gave).

Anyway, this rather nontraditional (but still devious) imp spent the
rest of the campaign annoying his lawful-good misteress with long-winded
philosophical rants, teaching her the value of *very specific
instructions*, and obsconding with as much magical treasure as possible.

All in all, lots of color and fun for the campaign!

Susan
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