OOC Shackled City Gestalt Campaign (Full)

hbarsquared

Quantum Chronomancer
Edit: Third and fourth players accepted. (21 March 2004)
Edit: Second player accepted and clarified domain house rule. (20 March 2004)
Edit: First player accepted. (20 March 2004)
Edit: Added in Domain spells to sample character sheet. (19 March 2004)


Current Players:

  • Ghostknight : Hershan Gollo (Monk/Sorcerer)
  • Erekosel13 : Polaris Nemarin (Paladin/Sorcerer)
  • Vargo : Telenor Viendos (Rogue/Sorcerer)
  • rangerjohn : James Whitewolf (Druid/Sorcerer)

Good morning/afternoon/evening, everyone.

I would like to DM the Shackled City campaign from Dungeon magazine, but with a little twist: we will use the gestalt rules from Unearthed Arcana. And this won't be just any gestalt campaign: the limitation is that everyone is a gestalt sorcerer. This campaign will take place in a high-magic world, in which many are naturally born with sorcerous talent.

I would prefer to have only players who have not read through the adventure path, however if you have a good character concept I will consider it.

My goal for this campaign is simply to write a fun story. If you have fun roleplaying, roleplay well, and have moderately well-honed english skills, please consider joining this campaign. Here are the basic requirements for character creation:

This campaign is 3.5 edition.

I will accept 4 characters of any core race, from any core class.

Everyone starts at Level 1.

32 point-buy for stats.

Maximum starting gold.

Any alignment (although non-eveil is preferred)

Please include a character background and description.

House Rules:

- For every point of Intelligence bonus, you may choose one Knowledge skill as a class skill
- Dwarves gain +2 Constitution, -2 Dexterity
- Halflings gain low-light vision
- Clerics gain 4+Int skill points per level
- Clerics are proficient only with simple weapons and the preferred weapon of their deity
- Clerics are proficient only with light and medium armor and shields (except tower shields)
- Druids gain extraordinary special abilities and access to bonus feats when wildshaped
- Sorcerers gain Intimidate as a class skill
- Sorcerers recieve 4+Int skill points per level
- Sorcerers gain the Eschew Materials feat at 1st level (applied only to sorcerer spells)
- Sorcerers do not have the ability to summon a familiar.
- Sorcerers automatically gain a Domain, as the Domain Wizard in Unearthed Arcana, however not with an additional spell slot per day.

Post your characters here, and hopefully within the week we can get started!

Thanks for your interest,
DM Jeremy

If you would like to post a character, I request that it be posted in this format:

Player Name

Character Name
Gender / Race
Alignment
Class

Str - ##, +0
Dex - ##, +0
Con - ##, +0
Int - ##, +0
Wis - ##, +0
Cha - ##, +0

Hit Points - ##

Base Attack Bonus - +##

AC - ## = 10 + armor + shield + Dex + size + other
Touch - ##
Flatfooted - ##

Grapple - +## = +base + Str + size + other

Speed - ## ft.

Inititative - +##

Fort - +## = +base + Con + other
Ref - +## = +base + Dex + other
Will - +## = +base + Wis + other

Weapon (Melee/Ranged), range, type
attack bonus, damage, critical

Armor, type, speed
AC bonus, max Dex, check penalty, spell failure

Shield
AC bonus, check penalty, spell failure

Light Load - ###
Medium Load - ###
Heavy Load - ###

Money - ##gp, ##sp, ##cp

Feats (origin)

Special Abilities

Skills +## = +ability + ranks + race + other

Languages known

Arcance spell failure - ##%

Sorcerer Spells per day - ##/##

Chosen Domain

Sorcerer Spells Known
  • 0th-level - Spells, Domain Spell*
  • 1st-level - Spells, Domain Spell*

Gear
  • item
  • item
  • etc...

The following is an example character:

Jeremy

Sylantar
Male Human
Lawful Good
Sorcerer/Rogue

Str - 8, -1
Dex - 13, +1
Con - 12, +1
Int - 14, +2
Wis - 12, +1
Cha - 17, +3

Hit Points - 7

Base Attack Bonus - +0

AC - 12 = 10 + 1(Dex) + 1(padded armor)
Touch - 11
Flatfooted - 11

Grapple - -1 = +0 - 1(Str)

Speed - 30 ft.

Inititative - +1

Fort - +1 = +0 + 1(Con)
Ref - +3 = +2 + 1(Dex)
Will - +3 = +2 + 1(Wis)

Short sword (Melee), piercing
-1 Attack, 1d6-1, 19-20/x2

Light crossbow (Ranged), 80 ft., piercing
+1 Attack, 1d8, 19-20/x2

Padded armor, light, 30 ft.
+1 AC Bonus, +8 max Dex, 0 check penalty, 5% spell failure

Light Load - 26 lbs.
Medium Load - 53 lbs.
Heavy Load - 80 lbs.

Money - ##gp, ##sp, ##cp

Eschew Materials (Sorcerer)
Negotiator (Human)
Combat Casting (1st-level)

Sneak attack +1d6
Trapfinding

Concentration +5 = +1(Con) + 4(ranks)
Diplomacy +9 = +3(Cha) + 4(ranks) + 2(Negotiator)
Gather Information +5 = +3(Cha) + 2(ranks)
Knowledge (arcana) +6 = +2(Int) + 4(ranks)
Knowledge (geography) +6 = +2(Int) + 4(ranks)
Knowledge (history) +6 = +2(Int) + 4(ranks)
Profession (woodcarver) +6 = +2(Int) + 4(ranks)
Search +6 = +2(Int) +4(ranks)
Sense Motive +7 = +1(Wis) + 4(ranks) + 2(Negotiator)
Spellcraft +6 = +2(Int) + 4(ranks)
Spot +3 = +1(Wis) + 2(ranks)
Tumble +5 = +1(Dex) + 4(ranks)

Common, Elvish, Halfling

Arcance spell failure - 5%

Divination Domain

Sorcerer Spells Known
  • 0th-level - Light, Mage Hand, Prestidigitation, Read Magic, Detect Magic*
  • 1st-level - Comprehend Languages, Mage Armor, Detect Secret Doors*

Gear
  • backpack, blanket, flint and steel
  • trail rations (5 days)
  • hemp rope
  • thunderstones (2)
  • personal journal, inkpen, inkwell
 
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Erekose13

Explorer
count me in. i'd read about the idea of a gestalt sorceror campaign on the general boards and thought it a wonderful idea. will work on a character concept tomorrow.
 

Ghostknight

First Post
I would like to play in this game, I just got AU and I really like what is inside. The only thing is - where are the gestalt rules in the book? :confused:
 

Erekose13

Explorer
Ghostknight, Gestalt rules are in the Unearthed Arcana book by Wizards of the Coast (page 72), whereas AU or Arcana Unearthed is the Alternate Players Handbook by Malhavoc Press. They are really simple though if you dont have that book. Basically at every level you get the best of two classes. So for example a fighter/sorceror would have good bab, fort and will saves, the fighter bonus feat and the sorceror spell advancement.
 

Erekose13

Explorer
jeremy_dnd, I dont suppose you would consider letting us use some of the other alternatives from UA would you? I am looking in particular at the Battle Sorceror because otherwise no one in the group will be able to wear armor without spell failure on their sorceror spells.
 

Ghostknight

First Post
Hershan Gollo

Male/Human
LN
Monk/Sorceror

Str - 10, +0
Dex - 14, +2
Con - 10, +0
Int - 10, +0
Wis - 16, +3
Cha - 16, +3

Hit Points - 8

Base Attack Bonus - +0

AC - 15 = 10 + 2 Dex + 0 + 3 Wis
Touch - 15
Flatfooted - 13
Grapple - +0
Speed - 30ft.

Inititative - +6 = +2 Dex +4 Improved Initiative

Fort - +2 = +2 base
Ref - +4 = +2 base + 2 Dex
Will - +5 = +2 base + 3 Wis

Weapon (Melee/Ranged), range, type attack bonus, damage, critical
Quarterstaff (Melee) 0 Bludgeoning 1d6/1d6 X2
Unarmed Strike 0 Bludgeoning 1d6 X2

Armor: None
Shield: None

Light Load - 33lb
Medium Load - 34-66lb
Heavy Load - 67-100lb

Money - 50gp, 1sp, 0cp

Feats (origin)
Improved Unarned Strike (Monk), Stunning Fist (Monk Bonus), Eschew Materials (Sorcerer bonus), Improved initiative, Combat casting

Special Abilities
Flurry of blows
Unarmed strike

Skills
Concentration 3 = +3 ranks
Spellcraft 2 = +2 ranks
Diplomacy 5 = +3 Cha +2 ranks
Sense Motive 5 = +3 Wis +2 ranks
Tumble 5 = +2 Dex +3 ranks
Move Silently 5 = +2 Dex +3 ranks
Hide 5 = +2 Dex +3 ranks
Profession 5 = +3 Wis +2 ranks
(scribe)

Languages known Common

Arcance spell failure - 0%

Sorcerer Spells per day - 5/4

Sorcerer Spells Known
0th-level - Dancing Lights, Mending, Mage Hand*, Ghost Sound, Detect Magic
1st-level - Magic missile, Endure Elements, Expeditious Retreat*

Domain - Movement
0 - mage hand
1 - expedititous retreat
2 - levitate
3 - fly
4 - dimension door
5 - passwall
6 - shadow walk
7 - greater teleport
8 - phase door
9 - gate

Gear Weight Cost(in gold)
Quarterstaff 4 -
Kama *2 2 *2 2*2 = 4
Backpack 2 2
Waterskin 4 1
Bedroll 5 .1
Flint and Steel - 1
Belt pouch .5 1
Rations (5 days) 5 2.5
Monks Outfit - -
Ink *5 - 8*5 =40
Paper *20 - .4 *20 = 8
Inkpen * 3 - .3
Total 24.5 59 Gp 9 sp

Hershan grew up in a wealthy middle class family, their sole claim to fame being an unbroken line of scribes for the last ten generations. From an early age he was trained to follow in the family tradition, but he did not have the inclination to follow a scribe's scholarly life.

Another issue that kept confronting him was the strange happennings all around him. He recognised them as minor magics, but did not know how to explain them. All his readings in the family library did not shed any light on the subject. He had never studied magic, nor was he particulalrly religious or in contact with any deities. He could not explain how the magic was arriving, just that it did.

In an attempt to escape the life of a scribe and to discover the reason for his magic he ran away. Looking for something more meaningful to fill his life and to explain his "problem" with magic.

He found Brothers of Gemnos, a small group of monks that dedicated themselves to self improvement and self reliance. The head of the order was sympathetic but saw the potential in Hershan, magic combined with the abilities he could learn from the order would create the epitomy of self reliancHe encouraged Hershan to practice his magic, to extend it, even while undergoing the normal training regime. He made resources available for Hershan, forbidding others to enter the room where Hershan was practicing, encouraging Hershan to keep his abilities secret until it served him best to reveal them. Hershan prospered there until he reached the age of 18, and like many other Brothers prepared to go on an extended trip to improve his learning and show an ability to survive. As he prepared to leave the head of the monastery gave him a belt pouch, filled with coins, a gift from his father who had traced him there years before. This was not the start that Hershan had wanted to show his self reliance! He used some to outfit himself and offered the rest back to the monastery. It was refused, he was told to find an use for it.

At 18 Hershan finds himself ready to travel. He is a thin, good looking young man with a shaved head, a goatee and a nose that has been broken and not set too well, the result of a training accident. He wears plain brown monk's robes with open sandles and a headband, undecorated and in the same colours as his robes. His kamas are concealed on a robe tied around his waist as a belt and he uses his quarterstaff as a walking stick. Overall he has the image of a poor monk on pilgramage.
 
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hbarsquared

Quantum Chronomancer
Erekose13 said:
jeremy_dnd, I dont suppose you would consider letting us use some of the other alternatives from UA would you? I am looking in particular at the Battle Sorceror because otherwise no one in the group will be able to wear armor without spell failure on their sorceror spells.

I would consider other alternatives from UA, however not the Battle Sorcerer. We will use the above "House Ruled" sorcerer for the gestalt progression, and there can be no sorcerer/sorcerer gestalt progression as per the gestalt rules.

Feel free to play the bard, though.
:D
 


Vargo

First Post
I'm throwing together a Rogue/Sorceror - I would highly suggest somebody do the obligatory Paladin/Sorceror though...

Stupid question - what books are allowed?
 
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Vargo

First Post
Player Name

Telenor Viendos
Male Elf
Height: 5'
Weight: 103#
Age: 121
Chaotic Good
Rogue/Sorceror

Str - 10, +0
Dex - 16, +3
Con - 12, +1
Int - 14, +2
Wis - 10, +0
Cha - 16, +3

Hit Points - 7

Base Attack Bonus - +0

AC - 13 = 10 + 0 (armor) + 0 (shield) + 3 (Dex) + 0 (size) + 0 (other)
Touch - 13
Flatfooted - 10

Grapple - +0 = +0 (base) +0 (Str) +0 (size) +0 (other)

Speed - 30 ft.

Inititative - +3

Fort - +1 = +0 (base) + 1 (Con)
Ref - +5 = +2 (base) +3 (Dex)
Will - +2 = +2 (base) +0 (Wis)
Will versus Enchantment - +4 = +2 (base) +0 (Wis) +2 (Elf)

Rapier (melee), piercing
+0 attack, 1d6, 18-20/x2

Short sword (melee), piercing
+0 attack, 1d6, 19-20/x2

Dagger (melee), piercing
+0 attack, 1d4, 19-20/x2

Dagger (thrown), piercing
+3 attack, 1d4, 19-20/x2

Dual dagger (melee)
-2 attack, 1d4, 19-20/x2
-2 attack, 1d4, 19-20/x2

Dual rapier/short sword (melee), piercing
-2 attack, 1d6, 18-20/x2
-2 attack, 1d6, 19-20/x2


Light crossbow (Ranged), 80 ft., piercing
+3 Attack, 1d8, 19-20/x2

No armor

Light Load - 33
Medium Load - 66
Heavy Load - 100

Money - 8gp, 7sp, 5cp

Feats:
Eschew Materials (Sorcerer)
Two weapon fighting (1st Level)

Special Abilities
Sneak attack +1d6
Trapsense
Low-light vision
Sense secret doors
Weapon proficiency: (composite) Long/short bow, longsword, rapier
Immune to sleep
+2 save versus enchantment effects

Concentration +5 = +1 (con) + 4 (ranks)
Disable Device +6 = +2 (int) + 4 (ranks)
Hide +7 = +3 (dex) +4 (ranks)
Knowledge (Dungeoneering) +4 = +2 (Int) +2 (ranks)
Listen +6 = +0 (wis) +4 (ranks) +2 (Elven Alertness)
Move Silently +7 = +3 (dex) +4 (ranks)
Open lock +7 = +3 (dex) +4 (ranks)
Search +6 = +2 (int) + 4 (ranks) +2 (Elven Alertness)
Spellcraft +4 = +2 (int) + 2 (ranks)
Spot +6 = +0 (wis) +4 (ranks) +2 (Elven Alertness)
Tumble +7 (dex) = +3 (dex) +4 (ranks)

Languages known: Common, Elvish, Draconic, Gnomish

Arcance spell failure - 0%

Sorcerer Spells per day - 5/4

Chosen Domain - Divination

Sorcerer Spells Known

* 0th-level - Prestidigitation, Read Magic, Mage Hand, Dancing Lights, Detect Magic*
* 1st-level - Mage Armor, Shield, Detect Secret Doors*


Gear

Rapier
Sword, Short
4 daggers
Crossbow, light
40 bolts
Backpack
Caltrops
5 pieces colored chalk (white, blue, red, yellow, green)
Crowbar
Flint and Steel
Grappling hook
Lantern, Hooded
2 flasks oil
50' silk rope
2 flasks acid
Thieves' tools
2 sunrods
2 flasks alchemist's fire
Adventurer's clothing


Background: Telenor Viendos is an assumed name. Generally, growing up he was referred to as "you", "kid", "brat", and "varmint." "Orphan" was the name he despised the most, though. Abandoned at a very young age, he could never remember the name that his parents gave him. He was briefly taken in by a fagin, and learned some useful skills. However, life in the shadows never really appealed to Telenor. He saw that the thief's life was short, brutish, and over in a flash. That did not appeal to him. However, the idea of spelunking for treasure, while possibly short, brutish, and over in a flash, also offered the potential of much greater return on investment, and Telenor applied himself to learning skills useful to the delver. He is currently seeking a new and upcoming group of adventurers to attach himself to, and ride to riches.

Secretly, he often wonders what his real name is, and what happened to his parents. He never reveals this in public, however. He also wonders about his mystic abilities. He knows that they are rare, but he usually explains it away by pretending that he picked up a few arcane tricks from a wizard in his youth. He even has a fake spellbook that he keeps around as a coverstory - after all, one can never be too careful in avoiding any extra attention.

Appearance:
Telenor is 5', 103#, has long braided brown hair, and grey eyes. He stays away from fancy clothing, tending towards utilitarian apparel and gear.

(Edit: Changed Grease to Shield)
(Edit #2: Int to 14, Wis to 10, Dodge->Alertness, 2 points to Knowledge (Dungeoneering) and Spellcraft, languages)
(Edit #3: Added description)
(Edit #4: Added more background)
(Edit #5: Added age, munchkined out. Realized my Int was already 14, so bumped my Con by 2 instead. Rejiggered skills to account for Elf versus Human)
 
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