Irreverent Fool
2010-06-04, 05:48 PM
I'm making a back-up character for the campaign in which I'm currently playing. The party is level 3 class-wise, though we're allowed to ignore up to LA +2 to make things interesting. The DM is pretty comfortable with a moderate amount of cheese.
Thanks to recent threads, I became aware of the Phaerimm hatching (Lost Empires of Faerun[3.5] or Monsters of Faerun[3.0]). It's LA +2, has 2 Aberration HD, and casts as a sorcerer of its HD. Its spells are cast as spell-like abilities, which means no ASF and even better, no components. There's some argument about interpretation of its stat block but this is how my group has determined it functions.
So, I'm planning on playing my first-ever gish, likely taking levels in a ToB class. I'll be snagging alter self to turn into slightly more humanoid forms, true strike for obvious reasons, and Quicken Spell-Like Ability for similarly obvious reasons. I'm considering material component abuse at later levels, but aside from that, I'm somewhat at a loss for spell and feat selection beyond that.
What are some interesting tricks to pull with this?
Thanks to recent threads, I became aware of the Phaerimm hatching (Lost Empires of Faerun[3.5] or Monsters of Faerun[3.0]). It's LA +2, has 2 Aberration HD, and casts as a sorcerer of its HD. Its spells are cast as spell-like abilities, which means no ASF and even better, no components. There's some argument about interpretation of its stat block but this is how my group has determined it functions.
So, I'm planning on playing my first-ever gish, likely taking levels in a ToB class. I'll be snagging alter self to turn into slightly more humanoid forms, true strike for obvious reasons, and Quicken Spell-Like Ability for similarly obvious reasons. I'm considering material component abuse at later levels, but aside from that, I'm somewhat at a loss for spell and feat selection beyond that.
What are some interesting tricks to pull with this?