Efreeti PC Opinions [Archive] - Wizards Community

Post/Author/DateTimePost
KianTreeshadow

12-12-06, 04:02 PM
As I stated in and earlier post, my dm is running a lvl 12 evil character sessions before the end of semester break. I originally had a half-elf that was spellthief lvl 10/monk lvl 2 and LE. Later on after in had made that I had an epiphany and thought about playing a monsterous race. I finally decided it woul be really cool to play an Efreeti so I asked my dm and he said sure, but we would have to do some adjusting because the MM doest have a section on Efreeti as characters, only Janni so we modified that and here is what we came up with:

-Begin with 5 lvls of outsider (5d8 HD)
-Lvl adjustment +5 (so effectivally lvl 10 at this point and gives me room for 2 lvls of any class [I was thinking Monk])
-In addition to ability rolls, my racial ability mods are: +6 STR, +4 DEX,
+2 CON, +4 INT, +4 WIS, +2 CHA
-Size: Large
-Speed: Land 20 ft., Fly 40 ft. (Perfect)
-BAB +5, Saves: Fort +4, Ref +4, Will +4-Skill pts: 8x(8 + INT mod)
-Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Knowledge
(The Planes), Listen, Move Silently, Sense Motive, Spellcraft, and Spot.
-Two feats for outsider levels + Improved Initiative as a bonus feat.
-Natural Armor Bonus +6
-Special Attacks: Change size (2/day)(DC 13 Fort negates), Heat (1d6 extra
fire dmg in melee)
-Spell-Like Abilities:
At will - detect magic, produce flame, pyrotechnics (DC 14),
scorching ray (1 ray only);
3/day - invisibility (self), wall of fire (DC 16);
1/day - gaseous form
Save DC's CHA based
Caster lvl 9th(this is still being debated)
-Special Abilities: Plane Shift, Telepathy 100ft., Immune to Fire, Vulnerable to
Cold, Darkvision 60 ft.
-Automatic Languages: Auran, Common, Ignan, Infernal

Thing we left out/changed
-1/day - grant up to 3 wishes (to nongenies only), permanent image, polymorph (self)
- Normal Efreeti Caster lvl for spell like abilities was 12th( changed to 9th)
-Minor changes to skills, number of feats, HD, base saves

I think this would be good and fair. What do you think.
Lincoln Hills

12-12-06, 06:29 PM
What do I think? I think your DM has not thought through all the consequences of a character who can use plane shift at will, to say nothing of innate flight (esp. in addition to 2-square reach!) and telepathic ability. Your character will tend to dominate most "ordinary" combat circumstances, taking a back-seat only when spellcasting is the way to go.

Of course, if he has considered these things, and written adventures that assume the party can speak any language, fly over any obstacle, escape any trap (via plane shift) and become invisible whenever necessary, the rest of the party might feel kind of left out. (Then again, you might be the one feeling left out after the second or third time that word of chaos or banishment takes you out of the fight - to say nothing of the unpleasantness of having only 7 HD when fighting monsters of the 12-24 HD spectrum.)

As cool as an efreet adventurer is - in concept - he's going to present you and your DM with difficulties. Be ready for 'em.
Morwen

12-12-06, 06:32 PM
An Efreeti has 10 HDs of Outsider, not 5. Also, Savage Species lists the Level Adjustment as +9. So, by the letter of the rules, you can't play a full Efreeti until you were character level 19.

Savage Species also offers the option of starting play as a lower Efreeti, but you still can't take class levels until you have finished the entire Efreeti progression.

Might I suggest you take a look at playing a Djinni instead? With 7 Outsider levels and a +6 Level Adjustment, you can start play already as a 13th level character.
runestar

12-12-06, 09:54 PM
http://www.seankreynolds.com/rpgfiles/monsters/savagespeciestables.html
Here is a free online SS progression for the efreet. It is not that comprehensive though, so you still have some fleshing out to do on your own.:)
KianTreeshadow

12-14-06, 12:40 PM
Thanks runestar, this will definitly come in handy!