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Recruiting for High Level Gestalt

garlicnation

First Post
Wow, that thing is scary. With his strength domain ability, he can make a flurry of blows attack at 10/10/5 with damage of 2d6+27 on each attack, with the possiblity to cleave.

Edit: if he also uses his illumina word, the damage is 2d6+31 on each attack.

Also, the guy can jump 30 feet without fail and jump 12 feet into the air without fail.
The Matrix, anyone?

Edit 2: Wow, i just realised that an illumian would be perfect for ascending to a god. The final utterance racial ability is how the first illumian became a god.
 
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Lord Wyrm

First Post
garlicnation said:
Here is my charachter, feel free to point out any flaws.

Backstory: Cryptcloud Khurstak is one of the elite sentries of the Cryptcloud cabal. Since birth he has been trained as a sentry. He was posted ouside the moat of the cabal because of his specialty, jumping. He can easily jump a gap that keeps enemies away. Whenever the cabal was attacked, he sounded the alarm, inflicted massive damae to the attackers, then jumped oveer the 25 foot wide moat to safety once the wizards started pelting the attackers with spells. It is said that with a single blow of his fist, he can kill a man, and the man next to him. Above all else, he respects his cabals and the law of it. He has left in order to train, and oneday return with powers, and secrets untold. Despite his lack of intelligence, his wisdom makes him a respected individual in the cabal, to where he one day hopes to return.

[sblock]
Code:
[B]Name:[/B] Cryptcloud Khurstak
[B]Class:[/B] monk 10/cleric 10
[B]Race:[/B] Illumian
[B]Size:[/B] Medium
[b]Age:[/b] 40
[B]Gender:[/B] Male
[B]Alignment:[/B] LN
[B]Deity:[/B] Arlon

[B]Str:[/B] 16 +3 (10p.)     [B]Level:[/B] 10       [B]XP:[/B] 50000
[B]Dex:[/B] 16 +3 (10p.)     [B]BAB:[/B] +7         [B]HP:[/B] 70 (10d8+20)
[B]Con:[/B] 14 +2 (6p.)      [B]Grapple:[/B] +10    [B]Dmg Red:[/B] -
[B]Int:[/B]  8 -1 (0p.)      [B]Speed:[/B] 60'      [B]Spell Res:[/B] -
[B]Wis:[/B] 19 +4 (13p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] -
[B]Cha:[/B]  9 -1 (1p.)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] -

            [B]   Base  Armor  Sheild  Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]         10    0      0       +3   +0     +2   +7    22
[B]Touch:[/B] 20               [B]Flatfooted:[/B] 19

                  [B]   Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                7      +2   +5    14
[B]Ref:[/B]                 7      +3   +5    15
[B]Will:[/B]                7      +4   +5    16

[B]Weapon                      Attack   Damage     Critical[/B]
Unarmed Strike               +10/+5   2d6+3      x2
Flurry of blows attack       +10/+10/+5

[B]Languages:[/B] 
Common
Illumian

[B]Abilities:[/B]
Law domain
      Law spells at +1 caster level
Strength domain
      Supernatural strength 1/day
[COLOR=Green]Rebuke[/COLOR] Undead 2/day

[B]Feats:[/B]
Stunning fist ([COLOR=Green]Bonus[/COLOR])
Deflect arrows ([COLOR=Green]Bonus[/COLOR])
Improved disarm ([COLOR=Green]Bonus[/COLOR])
Power attack
Cleave
Greater cleave
Acrobatic

[B]Skill Points:[/B] [COLOR=Green]39[/COLOR] [B]Max Ranks:[/B] [COLOR=Green]13/6.5[/COLOR]
[B]Skills                      Ranks  Mod  Misc  Total[/B]
Appraise                    0      -1   0     -1
Balance                     0      3    0     3
Bluff                       0      -1   0     -1
Climb                       0      3    2     5
Concentration               15     2    2     19
Craft                       0      -1   0     -1
Diplomacy                   0      -1   0     -1
Disguise                    0      -1   0     -1
Escape Artist               0      3    0     3
Forgery                     0      -1   0     -1
Gather Information          0      -1   0     -1
Heal                        0      4    2     6
Hide                        0      3    0     3
Intimidate                  0      -1   0     -1
Jump                        13     3    16    32
Listen                      0      4    2     6
Move Silently               0      3    0     3
Ride                        0      3    0     3
Search                      0      -1   0     -1
Sense Motive                0      4    2     6
Spot                        0      4    2     6
Survival                    0      4    2     6
Swim                        0      3    2     5
Use Rope                    0      3    0     3


[B]Equipment:                  Cost    Weight  Armor/Shield Bonus[/B]
Monk's garments             N/A     N/A
[COLOR=Green]Holy[/COLOR] symbol, silver       25gp    1lb
Spell component pouch
Amulet of Natural armor +2     8000gp  n/a
Cloak of Resistance +5      25000gp 1lb
Monk's belt                 13000gp 1lb

[B]Total Weight:[/B]67lb      [B]Money:[/B] 2000(most in a bank somewhere)gp 0sp 0cp

                       [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]            77    153   230  460   1150

[B]Age:[/B] 40
[B]Height:[/B] 5'8"
[B]Weight:[/B] 185lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] None
[B]Skin:[/B] White

Spells Per Day:
0: 6
1st: 5+1
2nd: 5+1
3rd: 4+1
4th: 4+1
5th: 3+1

Typical spells prepared:
0: detect poison x3, read magic, detect magic, mending
1st: Divine favor x3, cure light x2+Enlarge person
2nd: Cure moderate x3, Bulls strength, bears endurance+Bulls strength
3rd: Cure serious x2, create food and water, dispel magic+Magic circle against chaos
4th: Cure critical x2, Divine power, poison+spell immunity
5th: Commune, true seeing, summon monster V+Righteous Might

Class and racial abilities.
[sblock]
Racial features:
Type: Humanoid (Human, Extraplanar)

Low-Light Vision (Ex): Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Luminous Sigils (Su): The sigils that orbit an illumian’s head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (standard action), but they don't receive the sigils benefits and can’t use any special abilities granted by illuminan words while they’re doused. Restoring the sigils to visibility is a free action.

Glyphic resonance (ex): Illumians are the physical embodiment of a magical language, so they interact strangely with symbol-based spells. This group includes all spells whose names contain the world glyph, rune, sigil, or symbol. When an illuminan encounters such magic, one of two things happens. If the illumines caster level is lower than the caster level of the spell, he takes a -4 penalty to the saving throw. If the illumians caster level is higher, he is immune to the effect.

Power sigil Aesh: +2 bonus on strength chechs and strength-based skill checks
Power sigil Hoon:+2 bonus on wisdon checks, constitution checks, and Wisdon or constitution-based skill checks.

Illumian word “Aeshoon”: twice per day, the illumian can spend a turn or rebuke attempt as a swift action to gain a bonus on weapon damage rolls equal to her Wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the weapon focus feat.

Final utterance: UP TO THE DM

+2 racial bonus on saves against spells with the shadow descriptor: the illumines magical heritage is tied to the plane of shadow.

Class features:
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
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I've outlined corrections in green. Your skills have a maximum rank of 13 currently, this means Concentration must have its ranks reduced, in addition you have 39 skill points to spend total. As far as power-gaming it, as relayed in your email, I would put forward the question to your fellow players, they are far more proficient than I am.

Endur: I once priced Paragon as a LA +10 and that was far too low until level 25, I have since included a caveat, if I'm using the word correctly, that the Paragon template would have that pricing but only at Epic Level (21+) play and would otherwise be disallowed. If you wish to be human and have greater than human abilities I suggest you create a template and submit it to me. I have offered a few times to allow such actions due to the "grey" nature of my campaign world.
 

Endur

First Post
What do you think of this +24 LA progression sequence for the Paragon Template (with the idea that I would be Barbarian 10/paragon template +10 LA)? I will understand if you think the paragon template is still too powerful.

Paragon Template
LA: +24

At every LA: +1 luck bonus on attack roll, +1 SR

At every even LA: +1 hit point per level, insight bonus to ac, luck bonus to ac, luck bonus to melee damage and thrown ranged attacks, insight bonus to special attacks, caster level for spell-like abilities, all ability scores

LA +1: SR =CR+1
LA +3: +1 luck bonus on attack roll, +1 insight bonus to special attacks
LA +5: +8 luck bonus to damage, +3 caster level for spell-like abilities
LA +7: all ability scores 3 points higher
LA +9: Fire and Cold Resistance 10
LA +11: +10 competence bonus on skill checks
LA +13: +10 insight bonus on saving throws
LA +15: Greater dispelling, haste, and see invisibility 3/day at caster level 15
LA +17: Movement Speed: Triple for all movement types
LA +19: Max Hit Points Per Die
LA +21: Fast Healing 20
LA +23: DR: 10/epic

So at LA+10:
+10 luck bonus on attack roll, SR=CR+11
+5 hit points per level, +5 insight bonus to ac, +5 luck bonus to ac, +5 luck bonus to melee damage and thrown ranged attacks, +5 insight bonus to special attacks, +5 caster level for spell-like abilities, +5 all ability scores
+1 luck bonus on attack roll, +1 insight bonus to special attacks
+8 luck bonus to damage, +3 caster level for spell-like abilities
all ability scores 3 points higher
Fire and Cold Resistance 10
 


Azaar

Explorer
Okay... I admit it. I'm stuck. I have two character concepts in mind, both of them I want to play, but I honestly, truly cannot decide which one I want to play the most. I'm almost halfway considering a third option that could conceivably combine the two, but I'd have to play with it some first to see if it's one I could go for.

Build #1: Rogue 8/Chameleon 2 / Warlock 10

Yes, I'm a sucker for the warlock class, and I've always had an interest in trying out the Chameleon PrC. While I tried considering other options, I found that, in the end, rogue was simply the best option to combine with Chameleon, while still retaining my full caster progression with the warlock. I'm seriously looking at human, but the changeling/"Faceless" sounds like another possibility, including the racial substitution levels. I'd even gone so far as to consider taking Cabinet Trickster and Mindspy with this build for the rogue/chameleon side of the gestalt.

Build #2: Fighter 10 / Soulknife 10

Admittedly, the soulknife isn't exactly the best in the world as written, so I'd like to present this for Lord Wyrm's perusal: http://boards1.wizards.com/showthread.php?t=310984. There is some improvement there, but I would want to be certain that it's kosher to use BlaineTog's Soulknife Fix for this game. If not, I can still figure something out in terms of how this build could work out. I'm not entirely certain on race here, either. Probably human, though.

The other options I'm seeing right now is perhaps Soulknife/Warlock, or a blend of Rogue/Soulknife / Warlock, but I'm not certain how that build could work out in a way I'd be happy with. If I knew a way to do it, I'd do a Raziel-themed character (for which, in many respects, the Soulknife would be a perfect fit). But it would be largely dependent upon whether I could use the Soulknife alternative I've linked to for Lord Wyrm to make the final decision.

So I guess I'll just sit back, wait and see. :)
 
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Shayuri

First Post
I'm pretty much settled on the wizard/warlock combo...and I have the inklings of a good background, I think (hope) for a Faceless character. The idea is that this particular changeling doesn't worship or revere Shadow...in fact, she resents the idea that the Faceless "owe" Shadow anything. He may have created the race, but the moment that Faceless entered the world they became their own creature, and were entitled to discover and fulfill their own destinies.

Fueled by a nearly obsessive need for self-reliance, and an attendant need for power, she travels the world over, seeking knowledge...not only of magic, but also of esoterica she hopes will one day yield understanding of destiny and how to understand and perhaps change it, as well as the gods themselves.

RIght now the class split I'm planning on is Wiz5 / Recaster 5 and Warlock 10.I plan on Loremaster levels in the future, as well as more warlock. I'd also like to take the 5th level Changeling wizard substitution level, from Races of Eberron, if possible.

Still finalizing mechanics, but nearly done.
 

Endur

First Post
Alternatively, how about human barbarian 10/ Warmain 10 (Arcana Unearthed). That makes it easy to dodge all the silly template stuff.
 

Wrahn

First Post
garlicnation said:
Ok, changes made. The skill thing was a typo. Any comments or suggestions about my charachter??? Fellow players unite.

I would change your equipment:

6,000 Amulet of Mighty Fists +1
13,000 Monk Belt
9,000 Cloak of Resistance +3
8,000 Ring of Protection +2
9,000 Bracers of Armor +3
4,000 Gloves of Dexterity +2

I would switch out True Seeing and Commune from your fifth level slots (True seeing has an expensive component, Commune isn't too bad, but I would memorize something without the XP cost until it becomes apparent that you will need it)

Bear in mind, I have little knowledge of your race (I don't own the book) so if that factors in at all, I am not taking it into account.

I would look to WF: Unarmed, perhaps in the place of cleave, I would look to other ways of increasing your chance to hit. The Monk's greatest failing is their inability to hit things straight up (I know you can buff the crap out of yourself, but still, you should be looking for as many ways as possible to increasing your chance to hit)
 


Wrahn

First Post
Taking a few liberties here, but my current idea is Ununquam the Vanquisher, the first War Mind, writer of the Talariic text, and all around butt kicker. Though the saga would start with his travels gaining knowledge to perfect his art, it would mean rewriting a bit of the history of the War Mind class.

Lord Wyrm, any issues with that?
 

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