OOC: [Gestalt] The Standing Stone, Game 1.

Rayex

First Post
This is the OOC thread for one of the two The Standing Stone games I'm going to start.

The party:
Jaqual, Male Human Barbarian 6 // Bard 3/Fighter 2/Dragon Disciple 1. Played by IcyCool.
Uriel "Call me Surefoot" Tindertwig, Male Halfing Favoured Soul of Hextor 6 // Cleric of Yondalla 6. Played by Kafkonia.
Donnor Bluefeather, Male Human Warmage 6 // Bard 3/Human Paragon 3. Played by Velmont.
Yanahl Oathblood, Male Illumian Spellthief 6/Swashbuckler 6. Played by nonamazing.
 
Last edited:

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Rayex

First Post
IcyCool, Jaqual.
Most seems ok.
Your saves are a bit off though. Your total should be 9fort, 5ref and 6will.

Kafkonia, Uriel.
Seems fine, mostly.
Your HP should be 39.
Will save; I calculate it to be at +8, not +9. Where is the last point from?

Velmont, Donnor.
A few minor things here.
Hp should be 41. Human Paragon have d8s.
BaB should be +4, not +5.
Saves; Should be Fort2, Ref5, Will7.

Nonamazing, Yanahl.
HP should be 46.
Saves; 6fort, 2ref, 6wis.
You also really need to go shopping!
 

nonamazing

Explorer
Rayex said:
Nonamazing, Yanhal.
HP should be 46.
Saves; 6fort, 2ref, 6wis.
You also really need to go shopping!

Okay, I've adjusted the hit points and purchased equipment (as Yanhal will be filling the 'rogue' role, I concentrated on equipment that would provide much needed skill boosts). I'm not sure what you're referring to about the saves: are the number you mention supposed to be my base saves, or my total saves? I had thought that my base saves should have been Fort 5 (from swashbucker), Reflex 2 (both same) and Will 5 (from spelltheif). Did I miss something?

Fianlly, should I repost the character here?
 

Rayex

First Post
Yes, Base saves should be what I said.

This is the progression:
Level 1: +2fort, +0ref, +2will
Level 2: +1fort, +0ref, +1will
Level 3: +1fort, +1ref, +1will
Level 4: +1fort, +0ref, +1will
Level 5: +0fort, +0ref, +0will
Level 6: +1fort, +1ref, +1will
Total : 6fort, 2ref, 6will

Oh, and yes, please post your character here. :)
 

nonamazing

Explorer
Yanahl Oathblood

Note: I corrected the saving throws as per your notes, Rayex. I believe everything should be in order.

Yanahl Oathblood
Race: Illumian Class (Gestalt): Spellthief/Swashbuckler Level: 6
Alignment:Chaotic Good Deity: Syeret, The Lightbringer
Description: medium height (5'6"), well-built and sturdy (140 lbs.), light brown hair and beard (cut in a nondescript human fashion), slightly aged but still friendly face (38 years old)

Background:
Yanhal had a great passion for languages even as a child. As he matured, the leaders of his cabal saw in him the makings of a fine researcher and academic. And, at first, Yanhal was satisfied to spend days upon days reading dusty and dry language texts from the Illumians' ancient libraries. Eventually, however, he came to realize that language is a living thing, and cannot truly be understood without speaking and experiencing it as a native would. He left the seclusion of his cabal and headed out into the world to further his studies.

For a time, Yanhal posed as the long-lost cousin of a noble human knight, the better to infiltrate human society and practice its language. This turned out to be a mistake--when the human kingdom went to war with its neighbor, Yanhal found himself dragged into the conflict, expected by his host to lead a segment of their army. Yanhal fled to another continent rather than become involved, but in doing so he fell into a more dangerous situation: he lost contact with his home cabal.

Now Yanhal finds himself alone, with no way to find any other members of his secretive race. For the meanwhile he takes work as an adventurer and mecenary, hoping to uncover some clue that will lead him back home.

Personality and Roleplaying notes:
Yanhal is fascinated with language, particularly with the parts of language that other cultures consider taboo. He has amassed a huge collection of various curse words from different languages, and takes glee in using them whenever possible (he is particularly fond of intimidating weak opponents with Abyssal and Infernal swear words). Despite his dire situation, Yanhal is not one to brood, confident that with enough research and hard work, all his problems will be solved. His allies find him a bit too intellectual, often over-planning for stressful situations and tending to lecture whenever the situation presents itself.

Attributes:
Strength: 12 {+1} (4 point buy)
Dexterity: 16 {+3} (8 point buy, +1 level) magically adjusted to 18 {+4}
Constitution: 12 {+1} (4 point buy)
Intelligence: 14 {+2} (6 point buy) magically asjusted to 16 {+3}
Wisdom: 12 {+1} (4 point buy)
Charisma: 14 {+2} (6 point buy)
--- (total point buy: 32)​
Combat:
Hit points: 46 (6d10+6) {10 + 6 + 6 + 6 + 6 + 6}
Armor Class: 19 (+4 armor, +4 Dex, +1 deflection)
--- Touch AC: 15 Flat-footed AC: 15
Initiative: +4 (Dex)
Speed: 30 feet
Base Attack Bonus: +6
--- Grapple: +7
Melee Attack: Rapier +10, 1d6+3 damage, 18-20/x2 critical
Ranged Attack: Thrown dagger +10, 1d4+3 damage, 19-20/x2 critical​
Saving Throws:
Fortitude: +7 (Base +6, Con +1)
Reflex: +7 (Base +2, Dex +4, Class +1)
Will +7 (Base +6, Wis +1)​
Feats and Skills:
1st level Feat: Improved Sigil (uur)
3rd level Feat: Subtle Sigil
6th level Feat: Jack of All Trades
Bonus Feat: Weapon Finesse

Appraise: +3 (+3 Int)
Balance: +8 (+4 Dex, +2 racial, +2 synergy)
Bluff: +9 (5 ranks, +2 Cha, +2 racial)
Climb: +3 (2 ranks, +1 Str)
Concentration: +1 (+1 Con)
Craft (Any): +3 (+3 Int)
Decipher Script: +3 (+3 Int)
Diplomacy: +10 (2 ranks, +2 Cha, +2 racial, +4 synergy)
Disable Device: +14 (9 ranks, +3 Int, +2 tools)
Disguise: +7 (3 ranks, +2 Cha, +2 Racial)
Escape Artist: +8 (2 ranks, +4 Dex, +2 racial)
Forgery: +3 (+3 Int)
Gather Information: +6 (2 ranks, +2 Cha, +2 racial)
Handle Animal: +4 (+2 Cha, +2 racial)
Heal: +1 (+1 Wis)
Hide: +12 (6 ranks, +4 Dex, +2 racial)
Intimidate: +8 (2 ranks, +2 Cha, +2 racial, +2 synergy)
Jump: +8 (5 ranks, +1 Str, +2 synergy)
Knowledge (any): +3 (+3 Int)
Knowledge (arcana): +8 (5 ranks, +3 Int)
Listen: +1 (+1 Wis)
Move Silenty: +12 (6 ranks, +4 Dex, +2 racial)
Open Lock: +13 (5 ranks, +4 Dex, +2 racial. +2 toolsl)
Perform (any): +4 (+2 Cha, +2 racial)
Profession (any): +1 (+1 Wis)
Ride: +5 (+3 Dex, +2 racial)
Search: +15 (7 ranks, +3 Int, +5 magic)
Sense Motive: +6 (5 ranks, +1 Wis)
Sleight of Hand: +8 (+4 Dex, +2 racial, +2 synergy)
Speak Language (bought six times at 1 sp each)
Spellcraft +5 (+3 Int, +2 synergy)
Spot: +1 (+1 Wis)
Survival: +1 (+1 Wis)
Swim: +1 (+1 Str)
Tumble: +13 (5 ranks, +4 Dex, +2 racial, +2 synergy)
Use Magic Device: +4 (+2 Cha, +2 racial)
Use Rope: +6 (+4 Dex, +2 racial)

Languages: Common, Illumian, Elven, Gnomish, Draconic, Orc, Abyssal, Celestial, Sylvan, Undercommon​
Equipment:
Traveller's clothing (weight 5, cost 0, worn)
sturdy leather backpack (weight 2, cost 2, worn)
two large belt pouches (weight 1, cost 2, worn)
two sunrods (weight 2, cost 3, pack)
climber's kit (weight 5, cost 80, pack)
masterwork thieves' tools (weight 2, cost 100, belt)
surprisingly large variety of spell components (weight 4, cost 38, belt)
+1 studded leather (weight 20, cost 1175, worn)
lens of detection (weight 0, cost 3500, belt)
gloves of dexterity +2 (weight 1, cost 4000, worn)
headband of intellect +2 (weight 1, cost 4000, worn)
ring of protection +1 (weight 0, cost 2000, worn)
--- total weight carried: 43 pounds (light load)
--- total cost: 14900
--- unspent gold: 100​
Racial Traits and Class Abilities:

Type: Humanoid (Human)
Size: Medium
Luminous Sigils (Su) (provides candle-like illumination)
Glyphic Resonance (Ex) (resistant to glyph-based spells)
Power Sigils: Vaul and Uur (total of +2 to all Dex and Cha based skills)
Illumian Word (Su): Vauluur (swift; burn a spell slot for +1d6 sneak attack damage; 2/day)
Final Utterance (Ex) (strange audible cursings fill the air for 6 rounds after death)
+2 racial saving throw bonus vs. shadow spells
Superior Literacy (Speak Language always a class skill)
Weapon Proficiency: Simple and Martial
Armor Proficiency: Light
Sneak Attack (Ex): +2d6
Steal Spell (Su): up to 3rd level
Steal Spell Effect (Su)
Steal Energy Resistance 10 (Su)
Steal Spell-Like Ability (Su)
Trapfinding (Ex)
Detect Magic (Sp): 2/day, CL 6
Spellgrace (Su): +1 bonus on all saves vs. spells
Bonus Feat: Weapon Finesse
Grace (Ex): +1 bonus to Reflex saves
Insightful Strike (Ex) (add Int bonus to damage)
Dodge Bonus (Ex): +1 bonus, one opponent
Spells:
Spellthief Spells Known -
--1st level (Save DC 13, 2/day) True Strike, Shield, Magic Missile
 

Velmont

First Post
Code:
Name: Donnor Bluefeather
Class: Warmage 6 // Bard 3 / Human Paragon 3
Race: Human
Size: Medium
Gender: Male
Alignment: Neutral Good
Deity: None

Str: 10     +0 (2p.)    		Level: 6	XP: 21 000
Dex: 14     +2 (6p.)			BAB: +4		HP: 41 (3d8+3d6+12)
Con: 14     +2 (6p.)			Grapple: +4	Dmg Red: 0/-
Int: 14     +2 (6p.)    		Speed: 30'	Spell Res: 0
Wis: 10     +0 (2p.)    		Init: +2	Spell Save: +0
Cha: 21/19  +5 (10p. +2 Par. +1 Lvl.)  	ACP: 0		Spell Fail: 0%

	Base Armor Shld Dex Size Nat Misc Total
Armor: 	 10    +6   +2   +2  +0   +0  +0   20
Touch: 	 12 		Flatfooted: 18

	Base Mod Misc Total
Fort:     2   +1  +1    +4
Ref:      5   +3  +1    +9
Will:     7   +0  +1    +8

Weapon 			Attack Damage Critical Range
Composite Longbow, mw 	  +7     1d8     20x3   110
Short Sword, mw 	  +5     1d6  19-20x2   N/A  

Languages: Common, Elven, Draconic

Abilities:
Light Armor Proficiency
Shield Proficiency
Warmage Weapon Proficiencies: Simple Weapons
Paragon Weapon Proficiencies: Longbow
Bard  Weapon Proficiencies: Longsword, Rapier, Sap, Short Sword, Shortbow, and Whip
 
Bardic Music [3/day] 
- Countersong 
- Fascinate 
- Inspire Courage +1
- Inspire Competence
Bardic Knowledge [+7]
Adaptive Knowledge [Use Magic Device]
Warmage Edge [+2 damage]

Feats: 
1st: Point Blank Shot
HuB: Skill Focus (Use Magic Device)
3rd: Precise Shot
PaB: Empower Spell
6th: Energy Substitution (Electricity)

Spells:
Level:		0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9
Bard:		3 / 5 / 2 / - / - / - / - / - / - / -
Warmage:	6 / 8 / 6 / 4 / - / - / - / - / - / -
DC: 15 + Spell Level

Spell Known:
Bard:
Caster Level: 5th
0: Detect Magic, Light, Mage Hand, Mending, Predistigitation, Read Magic
1: Charm Person, Healthful Rest, Hideous Laugther, Inspirational Boost
2: Alter Self, Invisibility, Mirror Image

Warmage:
Caster Level: 6th
0: Acid Splash, Disrupt Undead, *Flare, Light, Ray of Frost
1: Accuracy, Burning Hand, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Orbs[Lesser], Shocking Grasp, True Strike
2: Blade of Fire, Continual Flame, Fire Trap, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade
3: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Ligthning Bolt, Poison, Ring of Blades, Sleet Strom, Stinking Cloud, *Tiny Hut
*Advanced Learning

Skill Points: 75 Max Ranks: 9/4.5
Skills 			Ranks  Mod Misc Total
Bluff		 	5 	5   	  +10
Concentrate 		9 	2   	  +11
Diplomacy	 	5 	5    4	  +14
Gather Information 	5 	5    2	  +12
Knowledge (Arcana)	8 	2   	  +10
Knowledge (History)	5 	2   	  +7
Knowledge (Local)	5 	2   	  +7
Knowledge (Planes)	5 	2   	  +7
Perform (Oratory)	9 	5   	  +14
Sense Motive	 	5 	0   	  +5
Spellcraft 		5 	2    2	  +9
Use Magic Device	9 	5    3	  +17


Equipment: 			Quantity Cost Weight
Traveler's Outfit 		 1 	    -	  -
Spell component pouch		 1 	    5	 2.0
Pouch				 1	    2	 0.5
Case, scroll			 1	    1	 0.5
Backpack				 1	    2	 2.0
Efficient Quiver		 1	 1800	 2.0

Short Sword, Masterwork		 1	  310	 2.0
Dagger				 1	    2	 1.0
Composite Longbow, Masterwork	 1	  400	 3.0
Arrow				60	    3	  -

Mithral Chain Shirt +1		 1	 2250	12.5
Mithral Buckler	+1		 1	 2185	 2.5
Cloak of Charisma +2		 1 	 4000	  -
Vest of Resistance +1		 1	 1000	  -
Ring of Protection +1		 1	 2000	  -

Wand of Cure Light Wounds (50)	 1	  750	  -
Scroll of Cat Grace		 1	  150	  -
Scroll of Comprehend Language	 1	   25	  -
Scroll of Endure Element*		 1	   25	  -
Scroll of Faerie Fire*		 1	   25	  -
Scroll of Longstrider*		 1	   25	  -
Scroll of Magic Weapon*		 1	   25	  -
*Need a use of Use Magic Device (DC: 21)

Total Weight: 23lb Money: 15gp 0sp 0cp

		Lgt Med Hvy Lift Push
Max Weight: 	 33  66 100  200  500

Age: 28
Height: 5'8"
Weight: 157lb
Eyes: Deep Blue
Hair: Blond
Skin: White/pink

Appearance
Donnor have the typical look of an adevnturer with his chain shirt armor, a bow on his back, a sword at his hilt and many pouch around his waist. But one thing distinguish him from many other, it is his cleanyness. He have a tendency to take good care of his equipement and try to look at his best at any moment to take advantage of his charm. In social situation, he always seems to smile and be happy.

Background:
Donnor is born in the castle. His mother, a war wizard who worked for the king, gaves birth to him in the servant quater, as she had refused to leave her post and take a break during her pregnancy. Donnor's father was there, one of the archer that defend the wall of the castle. This world where is born Donnoer will become his second family. Already from that moment, his mother being too tired, it is the servant who took care to bath him and protect him from the cold of the basement. He already had gained the love of everyone.

Donnor grew in the castle. With both his parents working in the castle, his own mother having much work with her arts, she could not take care all the time she would like of her child, and when she had the boy near her, she was generally also studying her books. From his childhood, magic have been a part of his life like working at the field is part of the life of the child of a peasant. He was only four years old that he was already asking questions to her mother about the spells she cast, a loved to see her mother doing magical trick in front of him. The time he spent with his father was pretty much the same, but the differnece was the interest wasn't around magic but archery. His father gave him a small bow when he was only six years old, so he could practice with his father. The bow was harmless but it was the first step of the kid in his futur.

But even if he could spend some times with both his parents, most of his time, he was spending it with the servants. His natural charm allowed him to convince the srevants to gain access to all teh castle. He liked to spy on the social night. Hiding behind the servant door, he was listeining to the music and the stories. He was fascinated by the the tales told by stangers and travellers. And when the night finished, he was going back to bed, but he kept in his head the best story of the night, so the day after, he could tells the other kids, children of the servants, the stories he had overheard, adding sometimes a bit more action for the thrill of entertainment.

But all end one day, and war never bring good things to people who are implicated in it. That's a lesson Donnor have learned. A rebel Baron, a reknown Warlock, gained control of a an holding most important for the protection of the kingdom. The king couldn't let that without retribution. He sent his army toward the holding. He saw both his mother nad father leaving the castle. During this war, Donnor was under the tutelage of the servants, even if at fifteen , he had proven to be independant enough. He spend the time of the war studying over his mother's spells, practicing his archery and spending some times with the king's troubadour to exchange tells and advice on oratory matters. The siege took three month. The news came that the castle had been taken with minimal loose from the king's troops. The news was welcome by all the inhabitant. Two days after, the troops came back and cheers could be heard in all the city. When Donnor came to slaute the soldiers and his parents, the coming column, who was cheering with the population, felt silent at the sight of the boy. It didn't took much to make the young man anxious. He run through the men with his eyes but never spotted his father, even if his brother of arms were there. He saw then a small cortege and dash through the soldier. He then felt a hand holding him, he heard voice trying to confort him. He knew his father was death, but what he heard broke him. The words wasn't not only for his father memories, but for both his parents. The Warlock had targeted his mother, being a major threat for the Baron, his father came to protect her. Sadly, he wasn't able to ward her and both died, burned to death. The magic of the clerics wasn't enough to restore there life.

Donnor became a ghost. He haunted the castle for a week. The magic that have made his mother a target, the magic that had killed both his parents, that magic, he cursed it. He cursed the fate that have stolen his family. Unable to stay in the castle, among so much memories, he fled. He warndered on the roads, without much objective. It tooks not much time to see his saving growing thin. He had to find away of living. He started to tell stories here and there for a night, but it wasn't enough, it allowed him a roof once in a while, a meal per day, but he knew he couldn't continue like that, he had to do something more. He had to skills, and as he didn,t wanted to use his magical skills anymore, he decided to find a bow and join a mercenary troop. It is during his service that he met an half-elf, Farrew. This man was an average figther, but had earn the respect of the group for his extended knowledge and his great social skills. He became the negotiator of the group when it was time to deal with futur employeer. Donnor start talked with him and the half-elf opened Donnor's eyes. Magic will not dissapear if you close your eyes. If you get get rid of your fear, master it. The sage thaught him much about the the basic of magic, filling the hole, giving knowledge that his mother hadn,t the time to gives him or that she just didn't knew. It took not much more for him to recover his interest for his mother's art.

Donnor left his mercenary group and start to travel again the world alone, but now he had a an objective in front of him, a motivation. His passion for magic had been restored, and he from time to time, his mind was coming back to the castle. To the tomb of his parents. Today, he doesn't see anymore what faith has stolen him, but what it has done. His parents get killed to recover the stronghod that protect the kingdom from possible invasion. They get killed so others could live. War is not a good thing, but it is somethimes the best of two wrong.

Upon his travel, he has found an old burned tower. Rumors from the locals told story of thsi man who have been eaten alive by flames. In his curiosity, he has decided to explore the ruins. First, he thought it was a waste of time when he saw the black stones that had fallen all over the field and let suggest that nothing would have survived the fire. But he decided to give a quick look anyway and to his surprise, he found a book. This book was warded by a rune of protection against any kind of eat. Being sure there would not be any other runes of prtection that could ward off any curious from the book, he open it and read it. He fall upon notes of the wizard on how to become one with the element. The wizard had sucessfully transformed himself into a fire elemental (that would explain the warding rune against falmes on the book thought Donnor). His final notes told he would destroy his tower and travel to the elemental plane of fire. That would explain the burned tower. After readin that book, Donnor was intrigued by that he decided to try it himself. He just sucessfully found the knowledge of changing the elemental nature of his spell to ligthning, and will try to follow the other's wizard step, but for him, he always wanted to fly, why not try to become one with air he told himself.
 
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Velmont

First Post
I've made the changes to HP and saves as you told.

For my BAB, it is at +4 (look at BAB entry next to Dexterity). The +5 to short sword is coming from the mastermork enhancement bonus, same for the bow (BAB: +4, DEX: +2, MW: +1).
 


Kafkonia

First Post
Rayex said:
Will save; I calculate it to be at +8, not +9. Where is the last point from?

Favoured Souls have good saving throws across the board, so that's a +5.

His Wis is 16, so that's another +3.

Halflings have a +1 racial bonus to all saving throws.

(That's why his Fort and Ref are +7 instead of +6, too.)

As for HP, I was using 4 and 5 hit points for alternating levels after the first. Was that a mistake?
 


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