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

Lou

Explorer
Here is the Rogues Gallery for Hold Back the Flood.

The following characters are expected here:

Scotley ------
Leif ----------
Dragonwriter--
Shayuri-------
 
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Leif

Adventurer
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.
 
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Scotley

Hero
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' (30’ 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

[sblock=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
[/sblock]

[sblock=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 paragon’s 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 Arcana’s weapon group variant, with heavy blades) and with light, medium, and heavy armor.
Improved Resistance (Ex): At 1st level, one of an aasimar paragon’s 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 paragon’s racial bonus on Listen and Spot checks improves to +4.
Ability Boost (Ex): At 3rd level, an aasimar paragon’s 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)

[/sblock]
 

Dragonwriter

First Post
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 isn’t particularly impressive, standing a mere 5’6” and weighing about 140, he possesses a surprising strength in his wiry frame and a similar quickness.
But he knows he isn’t the fastest, strongest or smartest. He’s just good enough at all those things to survive and keep on his feet. And he’s perfectly happy with that. He’s 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/undecided…
[/sblock]
 

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