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RG - Lou's (3.5/Homebrew Gestalt) Hold Back the Flood
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<blockquote data-quote="Scotley" data-source="post: 5464684" data-attributes="member: 11520"><p><strong>Cyrll</strong></p><p></p><p>Aasimar Gestalt</p><p></p><p>Lawful Good Aasimar Gold Dragon Bloodline Male Sorcerer/Aasimar race Gestalt </p><p>XPs: 0</p><p>Experience History </p><p>Starting XPs: 0</p><p></p><p>STR: 12 [+1] (4 points)</p><p>DEX: 14 [+2] (6 points)</p><p>CON: 14 [+2 (6 points)</p><p>INT: 12 [+1] (4 points)</p><p>WIS: 16 [+3] (6 points+2racial class level)</p><p>CHA: 17 [+3] (8 points+2race)</p><p></p><p>invisiblecastle.com/stats/view/19016/</p><p></p><p>HP: 10</p><p>Armor Class: 15 (10 base + 3 armor + 2 dex) </p><p>- Flat-footed AC: 13 </p><p>- Touch AC: 12</p><p>Initiative: +2</p><p>BAB: +1</p><p>Atttack:</p><p>- Great sword +2 (2d6+2/19-20)</p><p>- Dagger +2 (1d4+1/19-20)</p><p>- Dagger (thrown) +3 (1d4+1/19-20) r 10'</p><p></p><p>Speed: 30' (30’ base)</p><p></p><p>FORT: +4 (2 base, + 2 con)</p><p>REFL: +5 (2 base, + 3 dex)</p><p>WILL: +4 (2 base, + 2 wis)</p><p></p><p>Abilities:</p><p>-Trade summon familiar and access to medium and heavy armor for the ability to cast spell in light armor without a check penalty.</p><p>-</p><p></p><p>Feats:</p><p>1st Level</p><p>- 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.</p><p>3rd Level</p><p>-</p><p>6th Level</p><p>-</p><p></p><p>Skills: </p><p></p><p>-Bluff +4 (1 ranks, +3 cha)</p><p>-Concentration +5 (3 ranks, +2 con) </p><p>-Craft +1 (0 ranks, +1 Int) </p><p>-Heal +7 (4 ranks, +3 wis)</p><p>-Hide +2 (0 ranks, +2 dex) cc </p><p>-Knowledge, Arcana +5 (4 ranks, +1int) </p><p>-Knowledge, Religion +5 (4 ranks, +1int)</p><p>-Listen +5 (0 ranks, +3 wis, +2 racial) cc</p><p>-Move Silently +2 (0 ranks, +2 dex) cc </p><p>-Profession +3 (0 ranks, +3 wis) </p><p>-Ride +3 (1 ranks, +2 dex) </p><p>-Search +1 (0 ranks, +1 int) cc </p><p>-Sense Motive +3 (0 rank, +3 wis) cc</p><p>-Spellcraft +5 (3 ranks, +1 int+2feat)</p><p>-Spot +5 (0 ranks, +3 wis, +2 racial) cc</p><p></p><p>Languages:</p><p>- Common</p><p>- Celestial</p><p>- Draconic </p><p></p><p>Spellcasting:</p><p>-- Spells Per Day / Spells Known</p><p>---- Level 0 (DC13): 5 Light, Detect Magic, Acid Splash, Prestidigitation</p><p>---- Level 1 (DC14): 4 Light of Lunia (sc p. 132), Magic Missile, Sleep</p><p>---- Level 2 (DC15): 0 (1) Black Karma Curse PH2 p. 108 (with DC8 caster level check) </p><p></p><p></p><p>Equipment:</p><p>Armor, Shield, Outfit</p><p>-Studded Leather </p><p>-Explorers outfit</p><p></p><p>Melee weapons</p><p>-dagger (2gp, 1lb)</p><p>-Great Sword Disambiguity (50gp, 8lb)</p><p></p><p>Ranged weapons</p><p>-dagger</p><p></p><p>Equipment</p><p>- </p><p>- Backpack (2gp, 2lb)</p><p>----- 2 sacks (2cp, 1lb)</p><p>----- Waterskin (1gp, 4lb) </p><p></p><p>Specialized Goods</p><p>-Spell Component Pouch (5gp, 2lb)</p><p>-Holy Symbol, Wooden (1gp, -lb)</p><p></p><p>Potions, Salves and Oils</p><p>-</p><p></p><p></p><p>Weight Carried: lb, light load</p><p>Remaining money: 250gp, sp, cp</p><p></p><p>[sblock=Planned Progression]</p><p>Projected level progression: </p><p>Lvl </p><p> Plan Class </p><p> Gestalt Class </p><p> BAB </p><p> Fort </p><p> Will </p><p> Reflex </p><p> H Die </p><p> </p><p>1 </p><p> Sorcerer </p><p> Aasimar Race </p><p> +1 </p><p> 2.5 </p><p> 2.5 </p><p> 2.5 </p><p> d8 </p><p> </p><p>2 </p><p> Sorcerer </p><p> Cleric </p><p> 1.75 </p><p> 3 </p><p> 3 </p><p> 2.83 </p><p> d8 </p><p> </p><p>3 </p><p> Sorcerer </p><p> Aasimar Paragon </p><p> 2.75 </p><p> 3.5 </p><p> 3.5 </p><p> 3.33 </p><p> d8 </p><p> </p><p>4 </p><p> Sorcerer </p><p> Aasimar Paragon </p><p> 3.75 </p><p> 4 </p><p> 4 </p><p> 3.83 </p><p> d8 </p><p> </p><p>5 </p><p> Sorcerer </p><p> Aasimar Paragon </p><p> 4.75 </p><p> 4.5 </p><p> 4.5 </p><p> 4.33 </p><p> d8 </p><p> </p><p>6 </p><p> Gold Dragon Bloodline </p><p> Cleric </p><p> 5.5 </p><p> 5 </p><p> 5 </p><p> 4.66 </p><p> d8 </p><p> </p><p>7 </p><p> Mystic Theurge </p><p> Cleric </p><p> 6.25* </p><p> 5.5 </p><p> 5.5 </p><p> 5 </p><p> d8 </p><p> </p><p>8 </p><p> Mystic Theurge </p><p> Cleric </p><p> 7 </p><p> 6 </p><p> 6 </p><p> 5.33 </p><p> d8 </p><p> </p><p>9 </p><p> Mystic Theurge </p><p> Cleric </p><p> 7.75 </p><p> 6.5 </p><p> 6.5 </p><p> 5.67 </p><p> d8 </p><p> </p><p>10 </p><p> Mystic Theurge </p><p> Cleric </p><p> 8.5 </p><p> 7 </p><p> 7 </p><p> 6 </p><p> d8 </p><p> </p><p>11 </p><p> Sorcerer </p><p> Eldritch Knight </p><p> 9.50 </p><p> 7.5 </p><p> 7.33 </p><p> 6.33 </p><p> d6 </p><p> </p><p>12 </p><p> Gold Dragon Bloodline </p><p> Cleric </p><p> 10.25 </p><p> 8 </p><p> 7.83 </p><p> 6.67 </p><p> d8 </p><p> </p><p>13 </p><p> Sorcerer </p><p> Eldritch Knight </p><p> 11.25 </p><p>*</p><p> 8.5 </p><p> 8.16 </p><p> 7.00 </p><p> d6 </p><p> </p><p>14 </p><p> Sorcerer </p><p> Eldritch Knight </p><p> 12.25 </p><p> 9 </p><p> 8.66 </p><p> 7.33 </p><p> d6 </p><p> </p><p>15 </p><p> Mystic Theurge </p><p> Cleric </p><p> 13 </p><p> 9.5 </p><p> 9.16 </p><p> 7.67 </p><p> d8 </p><p> </p><p>16 </p><p> Mystic Theurge </p><p> Cleric </p><p> 13.75 </p><p> 10 </p><p> 9.66 </p><p> 8 </p><p> d8 </p><p> </p><p>17 </p><p> Mystic Theurge </p><p> Cleric </p><p> 14.50 </p><p> 10.50 </p><p> 10.16 </p><p> 8.33 </p><p> d8 </p><p> </p><p>18 </p><p> Sorcerer </p><p> Hierophant </p><p> 15 </p><p> 11 </p><p> 10.66 </p><p> 8.67 </p><p> d8 </p><p> </p><p>19 </p><p> Sorcerer </p><p> Hierophant </p><p> 15.50 </p><p> 11.5 </p><p> 11.16 </p><p> 9 </p><p> d8 </p><p> </p><p>20 </p><p> Sorcerer </p><p> Hierophant </p><p> 16* </p><p> 12 </p><p> 11.66 </p><p> 9.33 </p><p> d8 </p><p> </p><p></p><p>* 2 attacks per round at 7th level</p><p>* 3 attacks per round at 13th level</p><p>* 4 attacks per round at 20th level </p><p>[/sblock]</p><p></p><p>[sblock=Aasimar race/class info]</p><p>Aasimar Base Racial Features</p><p>All of the following are base racial abilities for the Aasimar.</p><p>Ability Score Adjustments: +2 Charisma.</p><p>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.</p><p>Size: Aasimar are Medium size.</p><p>Speed: Aasimar base land speed is 30 feet.</p><p>Darkvision (Ex): An aasimar has darkvision to a 60-foot range.</p><p>Light (Sp): The aasimar may use light (caster level equals aasimar's character level) once per day.</p><p>Skill Bonuses: An aasimar has a +2 racial bonus on Listen and Spot checks.</p><p>Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.</p><p>Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.</p><p>Favored Class: Paladin. A multiclass aasimar's paladin class does not count when determining whether an experience point penalty applies.</p><p>Table SP-19: The Aasimar Racial Class</p><p>Level</p><p> CR</p><p> Special</p><p> </p><p>1st</p><p> +0</p><p> Wis +2, daylight, resistances (acid 5, cold 5, electricity 5)</p><p> </p><p>Aasimar Racial Class Features</p><p>All of the following are class features of the aasimar racial class.</p><p>Ability Score Changes: An aasimar's Wisdom increases by +2 at 1st level.</p><p>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.</p><p>Resistances (Ex): A 1st-level aasimar's acid, cold, and electricity resistances increase to 5 each.</p><p>Class skills: Heal, Knowledge Religion, Listen, Spot, Ride </p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p>Good BAB and saves. </p><p></p><p></p><p>Aasimar Paragon </p><p></p><p></p><p>Aasimar paragons have the following game statistics.</p><p>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.</p><p>Alignment: Any good.</p><p>Hit Die: d8.</p><p></p><p>Class Skills</p><p>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).</p><p>Skill Points at Each Level: 2 + Int modifier.</p><p></p><p>Class Features</p><p>All of the following are class features of the aasimar paragon class.</p><p>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.</p><p>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. </p><p>Daylight (Sp): At 2nd level, an aasimar paragon can use his daylight spell-like ability three times per day.</p><p>Skill Bonus (Ex): A 2nd-level aasimar paragon’s racial bonus on Listen and Spot checks improves to +4.</p><p>Ability Boost (Ex): At 3rd level, an aasimar paragon’s Charisma score increases by 2 points.</p><p></p><p>The Aasimar Paragon</p><p>Base Fort Ref Will</p><p>Level Attack Bonus Save Save Save Special</p><p>1st +1 +2-1/2 +2-1/2 +2-1/2 Improved resistance</p><p>2nd +2 +3 +3 +3 Daylight 3/day, skill bonus</p><p>3rd +3 +3-1/2 +3-1/2 +3-1/2 Ability boost (Cha +2)</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 5464684, member: 11520"] [b]Cyrll[/b] 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] [/QUOTE]
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RG - Lou's (3.5/Homebrew Gestalt) Hold Back the Flood
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