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Gestalt 13th Level "Terror and Blasphemy"

Serpenteye

First Post
Elf, Ghost, Gestalt Rogue/Sorcerer 10. (ecl 13)

Str: 2 / -4 (8 -6(venerable age))
Dex: 18/+4 (17 +2(elf)+5(item) -6(venerable age))
Con: --/-- (8 -2(elf) -6(venerable age))
Int: 14/+2 (11 +3(venerable age))
Wis: 14/+2 (11 +3(venerable age))
Cha: 32/+11 (17 +3(venerable age) +4(ghost) +2(level) +6(item)

Init: +4
Speed: 30 ft (perfect flight, incorporeal)
Age: 780 years
Height: 6'1"
Weight: ----

HP: 66 (12 + 12*0,5*9)
AC: 31 (10 +4(dex) +11(cha) +6(bracers) (50% miss chance for attacks from corporeal sources)
Bab: 7
Attack: +12, Touch attack
Full Attack: +10/+10/+5/+5 (two weapon fighting) Touch attack
Damage: 1d6+1 +1d4 ability damage +5d6 Sneak attack
Fort: +3 (+3+0)
Refl: +11 (+7+4) (50% miss chance for spells from corporeal sources)
Will: +9 (+7+2)
Feats: Two-Weapon Fighting, Weapon Finesse (touch attack), Eschew Materials, Improved Two-Weapon Fighting.

Skillpoints: 130:.....total (ranks+abilities+elf+ghost+synergies)
Bluff (Cha):..............24 (13+11)
Diplomacy (Cha):......28 (13+11+0+0+2+2)
Disguise (Cha):.........23 (10+11+0+0+2)
Hide (Dex):..............25 (13+4+0+8)
Intimidate (Cha):......26 (13+11+0+0+2)
Listen (Wis):............22 (10+2+2+8)
Move Silently (Dex):..A manifested ghost always moves silently.
Search (Int):...........19 ( 7+2+2+8)
Sense Motive (Wis):..13 (12+1)
Spot (Wis):..............25 (13+2+2+8)
Concentration:.........13 (13+0+0+0)
Spellcraft (Int):........15 (13+2+0+0)
Speak language: Abyssal, Celestial, Infernal, Dwarven, Giant: 10 sp.

Languages: Common, Elven, Draconic, Abyssal, Celestial, Infernal, Dwarven, Giant.

Spells by level:
0:6.....Arcane Mark, Detect Magic, Disrupt Undead, Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic.
1:9.... Charm Person, Chill Touch, Magic Missile, Obscuring Mist, Ray of Enfeeblement.
2:9.... Command Undead, Glitterdust, Web, Pyrotechnics.
3:9.... Slow, Haste, Major Image.
4:7.... Dimension Door, Enervation.
5:5.... Wall of Force.

DC: +11

Rogue Features:
Trapfinding, Evasion, Uncanny dodge, Trap sense +3, Sneak attack +5d6, Improved Uncanny Dodge, Improved Evasion.

Elf Features:
* +2 Dexterity, -2 Constitution.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
* +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
* Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Ghost Special Qualities:
* Undead type.
* Ghosts have a fly speed of 30 feet, with perfect maneuverability.
* Turn Resistance +4 (Ex)
* Abilities: No Constitution score, and its Charisma score increases by +4.
* Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.
* Armor Class: When the ghost manifests, its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
* Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost's HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

* Manifestation (Su): A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon.
A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Ghost Special Attacks:
* Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
* Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost's Cha modifier). A creature that successfully saves is immune to that same ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the ghost vanishes into the target's body.


Ghostly equipment:
Gloves of Dex +5, 25000 gp
Cloak of Cha +6, 36000 gp
Bracers of armor +6, 36,000 gp
Noble's Outfit, 100 gp
Hand of the Mage, 900 gp
Handy Haversack, 2000 gp
Amulet of Mighty Fists +1, 6,000 gp


Grave:
A coffin of lead hidden 15 feet beneath the floor of a sub-basement beneath a ruined shrine of a dead deity in an ancient monster-infested elven city. (value 4,000 gp)
 
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Hammerhead

Explorer
Tammarian the Silver
Chaotic Neutral Human Cleric/Rogue 13 of Ollidamra
Hit Dice: 13d8+13 (75 hp)
Initiative: +9 (Dex, Improved Initiative)
Speed: 30 ft. (Light Load: 22 lb./33 lb.)
AC: 24 (+5 dex, +6 armor, +2 shield, +1 natural)
Full Attacks: +1 small shocking shortswords +13/+13/+8/+8 (1d6+1+1d6), or +1 small composite shortbow +15/+10 (1d6+1)
Attacks: +1 small shocking shortsword +15 (1d6+1+1d6), or +1 small composite shortbow +15 (1d6+1)
Racial Traits: Extra skills, bonus feat
Class Features: Trapfinding, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense +4, Sneak Attack +7d6, Crippling Strike, Turn Undead 3/day, Spontaneous Healing
Saves: Fort +11, Ref +15, Will +16
Abilities: Str 10, Dex 16 (20), Con 12, Int 14, Wis 18 (22), Cha 10
Skills: Balance +11 [4 ranks], Bluff +16 [16 ranks], Concentration +17 [16 ranks], Disguise +24 [12 ranks], Disable Device +20 [16 ranks], Gather Information +8 [8 ranks], Listen +14 [8 ranks], Hide +18 [8 ranks], Knowledge: Religion +10 [8 ranks], Move Silently +18 [8 ranks], Open Lock +15 [8 ranks], Search +18 [16 ranks], Sense Motive +16 [8 ranks], Sleight of Hand +19 [12 ranks], Spot +14 [8 ranks], Spellcraft +18 [16 ranks], Tumble +13 [8 ranks]
Feats:Two-Weapon Fighting, Improved Initiative, Weapon Finesse, Two-Weapon Defense, Improved Two-Weapon Fighting, Improved Two-Weapon Defense, Quick Draw
Languages: Auran, Common, Terran

Spells
1st (7+d) DC 17 -
Equipment (108,560/110,000 gp)

Mithral Chain Shirt +2 (5,250 gp) [12 lb.]
Gloves of Dexterity +4 (16,000 gp)
Periapt of Wisdom +4 (16,000 gp)
Belt of Hardening +1 (4,000 gp)
Vest of Resistance +2 (4,000 gp) [1 lb.]
Strand of Prayer Beads: Healing, Karma (9,000 gp)
Hat of Disguise (1,800 gp)
Shocking Short Sword +1 (8,310 gp) [2 lb.]
Shocking Short Sword +1 (8,310 gp) [2 lb.]
Boots of the Silent Spider (9,800 gp) [1 lb.]
Composite Shortbow +1 (2,375 gp) [2 lb.]
Cloak of Elvenkind (2,500 gp) [1 lb.]
Bracers of Speed (12,000 gp) [1 lb.]
Pearl of Power II (4,000 gp)
Wand of Cure Light Wounds, 1st (750 gp)
Potion of Fly, 5th (750 gp)
Scroll of Dimensional Anchor, 7th (700 gp)
Scroll of Summon Monster VII, 13th (2,275 gp)
Scroll of Divine Power, 7th (700 gp)
 
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Serpenteye

First Post
Brother Shatterstone said:
Serpenteye, interesting character... :) I'm curious to see how it will play though I'm slightly confused at how you will use all of your equipment. :)

SRD 3 said:
Ghostly Equipment
When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.


He can clearly use the items he weilded in life, in particular those he died with. With a little generous interpretation one could also assume that all items that he is buried with become usable to him in his undead state. It seems reasonable that he would be able to use any item that is placed with him in his tomb even if it is done at a later time, though that would obviously be a DM call. He would still be a relatively weak character, in the current company. The Ecl hurts more for a gestalt character.

--

Btw, Brother, Do you know of any nice spells that would suit the flavour of the character as well as give it a bit more power and survivability?
 
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Dalamar

Adventurer
Okies, here's my char for the nuts and bolts. Now if I could only come up with a name and brief history, along with how he looks, everything would be good.

Male human Gestalt Hexblade/Sorcerer 13th
Chaotic Neutral

Str 18(+4) Dex 10(+-) Con 16(+3) Int 12(+1) Wis 10(+-) Cha 25(+7)
Level raises in Str, and x2 Cha

HP 138
Armor Class 18 (+4 Armor, +2 Deflection), Flat-footed 16, Touch 12
Saves F/R/W: +11/+7/+11 (+7 to saves against spells and spell-like abilities)

Skills (ranks): 64 skill points, Listen and Spot include Alertness bonus from familiar being within arm's reach
Bluff +15(8), Concentration +13(10), Diplomacy +14(5), Jump +11(5), Listen +5(0), Spellcraft +11(10), Spot +6(4), Tumble +8(6), Use Magic Device +10(3)
Feats: 5 regular, 1 human bonus, 2 hexblade bonus
Arcane Strike, Cleave, Combat Casting, Enlarge Spell, Improved Toughness, Power Attack, Spell Penetration, Weapon Focus (Greatsword)
Class features:
Animal Companion, Arcane Resistance, Aura of Unluck 1/day, Familiar, Greater Hexblade's curse (DC 23) 4/day, Mettle

Single Attack:
Greatsword +19 melee (2d6+7, 19-20/x2)
Melee touch +17 melee (by spell)
Ranged touch +13 ranged (by spell)
Full attack:
Greatsword +19/+14/+9 melee (2d6+7, 19-20/x2)

Hexblade spells 3/3/3 per day, DC 17+level
Spells known:
1st (4): Entropic Shield, Phantom Threat, Protection from Evil, Undetectable Alignment
2nd (4): Invisibility, False Life, Mirror Image, Summon Swarm
3rd (3): Hound of Doom, Poison, Protection from Energy

Sorcerer spells 6/8/8/8/7/7/5 per day, DC 17+level
Spells known:
Cantrips (9): Detect Magic, Detect Poison, Light, Prestidigitation, Touch of Fatigue
1st (5): Enlarge Person, Magic Missile, Ray of Enfeeblement, Shield, Truestrike
2nd (5): Augment Familiar, Blindness/Deafness, Cat's Grace, See Invisibility, Spider Climb
3rd (4): Dispel Magic, Fly, Haste, Hold Person
4th (4): Bestow Curse, Dimension Door, Fireshield, Stoneskin
5th (3): Break Enchantment, Telekinesis, Waves of Fatigue
6th (2): Disintegrate, Greater Heroism

EQUIPMENT
Amulet of Health +4
Belt of Natural Armor +2 (Different body slot)
Bracers of Armor +4
Cloak of Charisma +6
Costly spell components: 6x diamond dust for Stoneskin,
Gauntlets of Ogre Power
10 Potions of Cure Light Wounds
4 Potions of Cure Moderate Wounds
4 potions of Lesser Restoration
Ring of Counterspells (Disintegration stored)
Ring of Protection +2
2 Silversheens
+1 Spellstoring Greatsword (Hold Person stored)
Vest of Resistance +3 (different body slot)
Leftover cash: 1000gp

Familiar and Animal Companion
Tron the Bat: CR--; Diminutive Magical Beast; HD 13dS; HP 69; Init +2; Spd 5ft, Fly 40ft(perfect); AC 21, Touch 16, Flat-footed 19; Base Atk +13; Grp -4; Atk +15 melee touch (spell); Full Atk --; Space/Reach 1ft/0ft; SA Deliver Touch Spells; SQ Alertness, Blindsense 20ft, Empathic Link, Improved Evasion, Low-light Vision, Share Spells, Speak with Bats, Speak with Master; AL N; SV Fort +4, Ref +6, Will +10; Str 1, Dex 14, Con 10, Int 10, Wis 14, Cha 4
Skills and Feats: Bluff +5, Concentration +10, Diplomacy +2, Hide +14, Jump +2, Listen +8, Move Silently +6, Spellcraft +10, Spot +10, Tumble +10; Alertness

Smoke the Wolf: CR--; Medium Magical Beast; HD 6d8; HP 42; Init +3; Spd 50ft; AC AC 19, Touch 13, Flat-footed 16; Base Atk +4; Grapple +6; Atk Bite +7 melee (d6+2); Full Atk --; Space/Reach 5ft/5ft; SA Trip; SQ Devotion, Evasion, Link, Low-light Vision, Scent, Share Spells; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills and Feats: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +5(+9 when tracking by scent)
 
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Brother Shatterstone

Dark Moderator of PbP
SE, Hey, that works for me just make sure not to show my character where your grave is. ;)

Serpenteye said:
The Ecl hurts more for a gestalt character.[/qoute]

Indeed, it really does one would have to consider the ECL reduction rules that are also in the book.

--

Serpenteye said:
Btw, Brother, Do you know of any nice spells that would suit the flavour of the character as well as give it a bit more power and survivability?
Ahh that's a joke right...? :) Brystasia is the only spell caster that I've played in 3.0/3.5 and how effective would you say she is? Not very...

I can suggest a few feats I imagine to make your undeadness and your exposure to turns/rebukes less of a weakness. Of course I’m away from my savage species book right now.
 

Paxus Asclepius

First Post
The ring of protection doesn't stack with ghost deflection bonuses, if I recall correctly, but I doubt it'll be too much of a problem. Between your AC of 33, the fifty percent miss chance, and your ability to de-manifest, nothing that can't reach the Ethereal is going to threaten you, except for a cleric, and even then, a command or destroy result is unlikely.
 

Serpenteye

First Post
Paxus Asclepius said:
The ring of protection doesn't stack with ghost deflection bonuses, if I recall correctly, but I doubt it'll be too much of a problem. Between your AC of 33, the fifty percent miss chance, and your ability to de-manifest, nothing that can't reach the Ethereal is going to threaten you, except for a cleric, and even then, a command or destroy result is unlikely.

Ah, I thought that it would stack since it came from different sources, the way it works with natural armour and an amulet of natural armour. One source is innate, the other from an item... But you're probably right. Thanks for pointing it out.

--

Dalamar, you might need some transportation spells. Teleport, or something similar.
 

Paxus Asclepius

First Post
Serpenteye said:
Ah, I thought that it would stack since it came from different sources, the way it works with natural armour and an amulet of natural armour. One source is innate, the other from an item... But you're probably right. Thanks for pointing it out.

Ah, they played with the terminology to make that work. An amulet of natural armor doesn't provide a natural armor bonus, any more than the +1 of a suit of armor is an armor bonus. The amulet provides an enhancement bonus to your natural armor bonus, which for most humanoids is +0 (not the same as having no natural armor).
 


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