D&D 3rd Edition / 3.5 RG - Lou's (3.5/Homebrew Gestalt) Hold Back the Flood




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  1. #1
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    Waghalter (Lvl 7)

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    I Defended The Walls!I Defended The Walls!The Perturbed Dragon

    Ý Ignore Lou

    RG - Lou's (3.5/Homebrew Gestalt) Hold Back the Flood

    Here is the Rogues Gallery for Hold Back the Flood.

    The following characters are expected here:

    Scotley ------
    Leif ----------
    Dragonwriter--
    Shayuri-------
    Last edited by Lou; Tuesday, 22nd February, 2011 at 08:24 PM.

 

  • #2
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    Lama (Lvl 13)

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    OSRICI Defended The Walls!Gygax Memorial Fund

    Ý Ignore Leif

    So-Ju Wan Li

    Half-Elf (raised as human with his human father, Lee)
    stats bought using 34 pt buy method: Point Buy Stats

    Samurai1 / Warmage1
    XP:
    Alignment: Lawful/Good

    +1 / S 12
    +2 / D 14
    +2 / C 14
    +2 / I 14
    +1 / W 12
    +2 / C 15

    HP: 12
    AC: /FF: /T:

    SAVES
    Fort: +
    Ref: +
    Will: +

    Attack:
    Katana: +3
    Long Bow: +3

    Spells:
    Zero-Level: Save DC=12, spells per day = 5
    First-Level: Save DC=13, spells per day = 4

    Feats:
    Samurai Bonus: Daisho Proficiency -- Exotic Weapon Proficiency (Bastard Sword/Katana)
    First-Level: Weapon Focus, Bastard Sword (Katana)

    Skills: points at first level -- (2+2)*4 = 16 | points at higher levels: 4
    Bluff: +3 [1 rank, +2(cha)]
    Intimidate: +5 [3 ranks, +2(cha)]
    Knowledge (Arcana): +5 [3 ranks, +2(int)]
    Spellcraft: +6 [4 ranks, +2(int)]
    Spot: +3 [2 ranks, +1(wis)]
    Tumble: +5 [3 ranks, +2(dex)]

    PP
    GP 250 starting money
    SP
    CP


    So-Ju Wan Li is a half-elf who was raised by his human father. His father, Lee, was a soldier who had a tryst with an elven maiden one night while on maneuvers. When So-Ju Wan Li was born, his mother tracked down Lee and dropped the kid in his lap and said, "Have a nice life!" So-Ju Wan Li has never met or even seen her and neither he nor his father knows her name. To be able to raise his son, Lee asked for and received a "hardship discharge" from the army and got a job as a city guard. That way, he could have a stable income and household with which to raise So-Ju Wan Li. Father and son quietly moved to the country about a year ago. So-Ju Wan Li's father had heard that the King's men were looking for a boy who sounded too close to So-Ju Wan Li's description. As a boy, So-Ju Wan Li had helped his father raise horses, so they moved to _ with some breeding pairs. Later, when he came of age, So-Ju Wan Li was able to secure about 4 acres of land just outside town, about a mile from the well.

    So-Ju Wan Li's father always instilled in him the virtues of martial training and began to train him as a swordsman when he was very small. Therefore, as he grew, he did what came naturally and furthered his training as a swordsman, a samurai to be exact. It was his Samurai trainers who gave him the appreciation for the use of magic on the battlefield. He never had much use for other magic, only that which could be used as "artillery" on the battlefield, or give some tangible advantage to soldiers. So-Ju Wan Li does not have much breadth of interest or powers, perhaps, but he is very focused, and does very well in his chosen field. He is best-known among his peers for being such an even-tempered, likable fellow, and for making primo barbequed ribs.
    Last edited by Leif; Wednesday, 16th February, 2011 at 01:39 AM.

  • #3
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    I Defended The Walls!

    Ý Ignore Scotley

    Cyrll

    Aasimar Gestalt

    Lawful Good Aasimar Gold Dragon Bloodline Male Sorcerer/Aasimar race Gestalt
    XPs: 0
    Experience History
    Starting XPs: 0

    STR: 12 [+1] (4 points)
    DEX: 14 [+2] (6 points)
    CON: 14 [+2 (6 points)
    INT: 12 [+1] (4 points)
    WIS: 16 [+3] (6 points+2racial class level)
    CHA: 17 [+3] (8 points+2race)

    invisiblecastle.com/stats/view/19016/

    HP: 10
    Armor Class: 15 (10 base + 3 armor + 2 dex)
    - Flat-footed AC: 13
    - Touch AC: 12
    Initiative: +2
    BAB: +1
    Atttack:
    - Great sword +2 (2d6+2/19-20)
    - Dagger +2 (1d4+1/19-20)
    - Dagger (thrown) +3 (1d4+1/19-20) r 10'

    Speed: 30' (30í base)

    FORT: +4 (2 base, + 2 con)
    REFL: +5 (2 base, + 3 dex)
    WILL: +4 (2 base, + 2 wis)

    Abilities:
    -Trade summon familiar and access to medium and heavy armor for the ability to cast spell in light armor without a check penalty.
    -

    Feats:
    1st Level
    - Precocious Apprentice +2 bonus on Spellcraft checks. Choose a 2nd level spell from a school of magic to which you have access. (Black Karma Curse PH2 p. 103) You may cast this spell once per day by making a Caster level check vs. DC 8 (failure means the spell is depleted for the day). When you gain 2nd level spells, you continue to have an extra spell slot, though it no longer has to be dedicated to the originally chosen spell.
    3rd Level
    -
    6th Level
    -

    Skills:

    -Bluff +4 (1 ranks, +3 cha)
    -Concentration +5 (3 ranks, +2 con)
    -Craft +1 (0 ranks, +1 Int)
    -Heal +7 (4 ranks, +3 wis)
    -Hide +2 (0 ranks, +2 dex) cc
    -Knowledge, Arcana +5 (4 ranks, +1int)
    -Knowledge, Religion +5 (4 ranks, +1int)
    -Listen +5 (0 ranks, +3 wis, +2 racial) cc
    -Move Silently +2 (0 ranks, +2 dex) cc
    -Profession +3 (0 ranks, +3 wis)
    -Ride +3 (1 ranks, +2 dex)
    -Search +1 (0 ranks, +1 int) cc
    -Sense Motive +3 (0 rank, +3 wis) cc
    -Spellcraft +5 (3 ranks, +1 int+2feat)
    -Spot +5 (0 ranks, +3 wis, +2 racial) cc

    Languages:
    - Common
    - Celestial
    - Draconic

    Spellcasting:
    -- Spells Per Day / Spells Known
    ---- Level 0 (DC13): 5 Light, Detect Magic, Acid Splash, Prestidigitation
    ---- Level 1 (DC14): 4 Light of Lunia (sc p. 132), Magic Missile, Sleep
    ---- Level 2 (DC15): 0 (1) Black Karma Curse PH2 p. 108 (with DC8 caster level check)


    Equipment:
    Armor, Shield, Outfit
    -Studded Leather
    -Explorers outfit

    Melee weapons
    -dagger (2gp, 1lb)
    -Great Sword Disambiguity (50gp, 8lb)

    Ranged weapons
    -dagger

    Equipment
    -
    - Backpack (2gp, 2lb)
    ----- 2 sacks (2cp, 1lb)
    ----- Waterskin (1gp, 4lb)

    Specialized Goods
    -Spell Component Pouch (5gp, 2lb)
    -Holy Symbol, Wooden (1gp, -lb)

    Potions, Salves and Oils
    -


    Weight Carried: lb, light load
    Remaining money: 250gp, sp, cp

    Planned Progression

    Projected level progression:
    Lvl
    Plan Class
    Gestalt Class
    BAB
    Fort
    Will
    Reflex
    H Die

    1
    Sorcerer
    Aasimar Race
    +1
    2.5
    2.5
    2.5
    d8

    2
    Sorcerer
    Cleric
    1.75
    3
    3
    2.83
    d8

    3
    Sorcerer
    Aasimar Paragon
    2.75
    3.5
    3.5
    3.33
    d8

    4
    Sorcerer
    Aasimar Paragon
    3.75
    4
    4
    3.83
    d8

    5
    Sorcerer
    Aasimar Paragon
    4.75
    4.5
    4.5
    4.33
    d8

    6
    Gold Dragon Bloodline
    Cleric
    5.5
    5
    5
    4.66
    d8

    7
    Mystic Theurge
    Cleric
    6.25*
    5.5
    5.5
    5
    d8

    8
    Mystic Theurge
    Cleric
    7
    6
    6
    5.33
    d8

    9
    Mystic Theurge
    Cleric
    7.75
    6.5
    6.5
    5.67
    d8

    10
    Mystic Theurge
    Cleric
    8.5
    7
    7
    6
    d8

    11
    Sorcerer
    Eldritch Knight
    9.50
    7.5
    7.33
    6.33
    d6

    12
    Gold Dragon Bloodline
    Cleric
    10.25
    8
    7.83
    6.67
    d8

    13
    Sorcerer
    Eldritch Knight
    11.25
    *
    8.5
    8.16
    7.00
    d6

    14
    Sorcerer
    Eldritch Knight
    12.25
    9
    8.66
    7.33
    d6

    15
    Mystic Theurge
    Cleric
    13
    9.5
    9.16
    7.67
    d8

    16
    Mystic Theurge
    Cleric
    13.75
    10
    9.66
    8
    d8

    17
    Mystic Theurge
    Cleric
    14.50
    10.50
    10.16
    8.33
    d8

    18
    Sorcerer
    Hierophant
    15
    11
    10.66
    8.67
    d8

    19
    Sorcerer
    Hierophant
    15.50
    11.5
    11.16
    9
    d8

    20
    Sorcerer
    Hierophant
    16*
    12
    11.66
    9.33
    d8


    * 2 attacks per round at 7th level
    * 3 attacks per round at 13th level
    * 4 attacks per round at 20th level


    Aasimar race/class info

    Aasimar Base Racial Features
    All of the following are base racial abilities for the Aasimar.
    Ability Score Adjustments: +2 Charisma.
    Outsider Type: Aasimar are native outsiders. Thus, they are vulnerable to spells and effects that work on creatures of the outsider type but immune to effects that target other types. For example, an aasimar would be subject to the extra damage from an outsider bane sword but immune to hold person, since that spell affects only humanoids.
    Size: Aasimar are Medium size.
    Speed: Aasimar base land speed is 30 feet.
    Darkvision (Ex): An aasimar has darkvision to a 60-foot range.
    Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.
    Skill Bonuses: An aasimar has a +2 racial bonus on Listen and Spot checks.
    Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.
    Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
    Favored Class: Paladin. A multiclass aasimar's paladin class does not count when determining whether an experience point penalty applies.
    Table SP-19: The Aasimar Racial Class
    Level
    CR
    Special

    1st
    +0
    Wis +2, daylight, resistances (acid 5, cold 5, electricity 5)

    Aasimar Racial Class Features
    All of the following are class features of the aasimar racial class.
    Ability Score Changes: An aasimar's Wisdom increases by +2 at 1st level.
    Daylight (Sp): At 1st level, the aasimar may use daylight (caster level equals aasimar's character level) once per day. This ability replaces the base racial feature light.
    Resistances (Ex): A 1st-level aasimar's acid, cold, and electricity resistances increase to 5 each.
    Class skills: Heal, Knowledge Religion, Listen, Spot, Ride
    Skill Points at Each Level: 2 + Int modifier.

    Good BAB and saves.


    Aasimar Paragon


    Aasimar paragons have the following game statistics.
    Abilities: Aasimar paragons rely on high Charisma and Wisdom scores in most pursuits. A good Strength score is useful for those aasimar who spread their beliefs by force.
    Alignment: Any good.
    Hit Die: d8.

    Class Skills
    The aasimar paragonís class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (the planes) (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
    Skill Points at Each Level: 2 + Int modifier.

    Class Features
    All of the following are class features of the aasimar paragon class.
    Weapon and Armor Proficiency: Aasimar paragons gain proficiency with martial weapons (or, if using Unearthed Arcanaís weapon group variant, with heavy blades) and with light, medium, and heavy armor.
    Improved Resistance (Ex): At 1st level, one of an aasimar paragonís natural resistances to energy (acid, cold, or electricity) improves from 5 to 10.
    Daylight (Sp): At 2nd level, an aasimar paragon can use his daylight spell-like ability three times per day.
    Skill Bonus (Ex): A 2nd-level aasimar paragonís racial bonus on Listen and Spot checks improves to +4.
    Ability Boost (Ex): At 3rd level, an aasimar paragonís Charisma score increases by 2 points.

    The Aasimar Paragon
    Base Fort Ref Will
    Level Attack Bonus Save Save Save Special
    1st +1 +2-1/2 +2-1/2 +2-1/2 Improved resistance
    2nd +2 +3 +3 +3 Daylight 3/day, skill bonus
    3rd +3 +3-1/2 +3-1/2 +3-1/2 Ability boost (Cha +2)


  • #4
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    Thaumaturgist (Lvl 9)

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    Ý Ignore Dragonwriter

    Varren, Human Dragon Shaman // Ranger

    Point-buy

    Name: Varren

    Race: Human
    Class: Dragon Shaman (Bronze) 1 // Ranger 1
    XPs: 0 current/1,000 next level

    Patron God: Undecided
    Alignment: Lawful Good
    ===================================
    Str: 15 (8 points)
    Dex: 14 (6 points)
    Con: 14 (6 points)
    Int: 12 (4 points)
    Wis: 12 (4 points)
    Cha: 14 (6 points)
    ===================================
    HP: 12 (10+2)
    AC: 10 (+2 Dex, +0 Size, +0 Armor, +0 Shield)
    Init: +2
    Speed: 30 feet
    BAB: +1
    Mel: +3
    Rng: +3
    Fort: +2+2 (DS+CON)
    Refl: +2+2 (RGR+DEX)
    Will: +2+1 (DS+WIS)
    ===================================
    Special Abilities
    Race: Bonus feat, Bonus skill point (4 at 1st level)

    Class:
    Dragon Shaman: Dragon Totem (Bronze), Draconic Aura +1
    Ranger: Favored Enemy: Animal +2, Track bonus feat, Wild Empathy (+3 animals, -1 magical beasts)

    Other:

    ===================================
    Feats: Point Blank Shot (1st), Precise Shot (H), Track (Bonus, Rgr 1)

    ===================================
    Languages: Common, Draconic

    ===================================
    Skills (32 (7*4 +4 skill points)
    Trained or Untrained: +X (=Rank + Stat Mod + Other)
    (1, 2) Climb +0 (=2+2+0)
    (2) Hide +0 (=4+2+0)
    (2) Jump +0 (=4+2+0)
    (2) Listen +0 (=4+1+0)
    (2) Move Silently +0 (=4+2+0)
    (1, 2) Search +0 (=4+1+0)
    (2) Spot +0 (=4+1+0)
    (1, 2) Survival +0 (=4+1+0)
    (1, 2) Swim +0 (=2+2+0)

    (1, 2)= Class Skill for Dragon Shaman (1) or Ranger (2)
    ===================================
    Magic Items (location, weight): None

    ===================================
    Other Equipment:
    Weapons:

    Armor, Clothes:

    -----------------------------------
    Container:

    Contents:


    Container:

    Contents:


    -----------------------------------
    Money
    PP: 0
    GP: 0
    SP: 0
    CP: 0
    Gems/Other: 0
    -----------------------------------
    Load
    Light: 0-66 lbs.
    Medium: 67-133 lbs.
    Heavy: 134-200 lbs.
    Current: 0 lbs.
    ===================================
    Draconic Auras Known: Power, Senses, Vigor
    ===================================
    Description (include Age, gender, height, weight, physical description):
    A charming smile is usually the first thing noticed about Varren. The brown-eyed young man of 23 is almost always ready with a smile. His personality tends to be optimistic and a joyful spark is often in his eyes as he runs a hand through his short black hair. While his physique isnít particularly impressive, standing a mere 5í6Ē and weighing about 140, he possesses a surprising strength in his wiry frame and a similar quickness.
    But he knows he isnít the fastest, strongest or smartest. Heís just good enough at all those things to survive and keep on his feet. And heís perfectly happy with that. Heís also the kind of person able to infect a room with smiles and laughter.
    Varren tends to dress in and prefer loose, comfortable clothing and the lighter armors. A small buckler is often at the ready, with his chosen weapons being spears and bows, the bows having a slight advantage for his favor.
    ===================================
    History:
    Unknown/undecidedÖ
    [/sblock]

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