Age of Heroes - LR Gestalt Game (Roll Call)

I can't find a specific reference to the age of heroes in the Forgotten Realms timelines, but I imagine it's before the common era of years.

Check out Realms timelines here. LordRaven if you could give us an approximate year that'd be great.
 

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Ferrix said:
In standard Forgotten Realms you need to have a deity if you cast divine spells.
You can check out the list of deities here.

You know that is why I didn't look there are none that fit what I was looking for for this character. I mean there are healing dieties all two of them...I was thinking of having a loose affiliation with Berronar Truesilver the dwarven diety of healing.
 

Wrahn said:
Just out of curiousity, is there still space available?


If Wrahn wants to take my place is this adventure, that is jake by me. I'm running really low on time these days, and so I'm going to bow out of this one. Good gaming my friends!
 

Amazing Triangle said:
You know that is why I didn't look there are none that fit what I was looking for for this character. I mean there are healing dieties all two of them...I was thinking of having a loose affiliation with Berronar Truesilver the dwarven diety of healing.

Thus the problem of being a cleric, you have to adhere in some way to a deity to receive divine power.

I did count 7 deities with the healing domain however in the Campaign Setting.
 

Wrahn:
We have space for one more victim character.

Amazing Triangle:
Regarding a deity pick a name of your deity, we can always assume that she was alive during this time period but later was killed and forgotten by the general populace.

'Age of Heroes' is more of a concept than an actual factual timeline in the FR history, surfice it to say that this adventure is set before the downfall of the mighty Netheril empire, back when mortals were much more powerful than they currently are(i.e. Gestalt, actions points etc), when the world was still young the gap between mortals and the Gods was much less, with the downfall of the Netheril empire the Gods imposed restrictions upon mortals, so that the whole world would never be threathened again by the act of a few mighty individuals.

During the 'Age of Heroes' powerful magic was much more commonplace, mighty heroes stalked the land thwarting the plans the fearsome villians, this period of time was marked by extremes, people were either incredibly good, or dispicable evil.

"It was the best of times, it was the worst of times"

Ferrix:
Lets assume that the year is -20000, I'm going to keep it pretty vague at this point, if the adventure goes well I might look at starting a regular Gestalt campaign, if I do that the starting level will be between 3-6.
 

Lord_Raven88 said:
Amazing Triangle:
Regarding a deity pick a name of your deity, we can always assume that she was alive during this time period but later was killed and forgotten by the general populace.

Nice ummm... Xeros the Healer :p God of healing and time. Domains Time, Healing, Good, and Joy.
 

Okay, this is a character modified from a similar game. Goliath is from races of stone, +1 level Adjust, pretty standard fare (abilities are described), the Monster of Legend is from the Fiend Folio (as in the 3.0 Fiend Folio) and the level adjust comes from the 3.0 to 3.5 converstion pack.

The god he worshipped, lets call Valadis. Seeker of inner knowledge through conflict.

Ununkua’em the Vanquisher

83281.jpg


Race: Phrenic Goliath of Legend (Medium Outsider (Native, Psionic))
Class: Cleric 5/War Mind 5
Alignment: Lawful Good


Strength: 34 (16 Base, +4 Race, +10 Legend, +4 Enhancement)
Dexterity: 18 (14 Base, -2 Race, +6 Legend)
Constitution: 32 (16 Base, +2 Race, +10 Legend, +4 Enhancement)
Intelligence: 16 (12 Base, +2 Legend, +2 Phrenic)
Wisdom: 20 (14 Base, +2 Legend, +2 Phrenic, +2 level)
Charisma: 20 (12 Base, +4 Legend, +4 Phrenic)

Abilities:
Goliath:
-Abilities: Str +4, Dex -2, Con +2
-Powerful Build: Treated as Large in beneficial circumstances
-Mountain Movement: Standing jumps considered running, does not take -5 to climbing for fast climbing
-Acclimated: Doesn’t take penalties for high altitudes
-Bonus to Sense Motive: +2
-Speaks Common and Gol-Kaa
-Favored Class: Barbarian
Monster of Legend:
-Natural Armor +5
-Casts spells as a 5th level Cleric
-Haste: Acts as if permanently Hasted
-See in Darkness: See perfectly in Darkness, even magical darkness
-Saves: +3 to all saves
-Abilities: Str +10, Dex +6, Con +10, Int +2, Wis, +2, Cha +4
-Bonus Feats: Improved Initiative, Multiattack
Phrenic:
-Psi-like abilities: 3/day Defensive Precognition, Empty Mind, Mind Thrust, Intellect Fortress, 1/day Force Screen, Body Adjustment, Brain Lock, Aversion, Psionic Blast, Psychic Crush
-Naturally Psionic: 1 bonus power point
-Abilities: Int +2, Wis +2, Cha +4
-Power Resistance: 20 (HD +10)
Cleric:
-Knowledge Domain: Knowledge (all) added to skill list, +1 Caster level for divination
-War Domain: Martial Weapon Proficiency (Greatsword), Weapon Focus (Greatsword)
-Turn Undead (as 5th level cleric)
War Mind:
-Chain of Personal Superiority: +2 Insight Bonus to Strength and Constitution for up to a minute 3/day
-Chain of Defensive Posture: +2 Insight Bonus to Armor Class for up to a minute 3/day
-Enduring Body: 1/- damage reduction
-Sweeping Strikes: On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.



Armor Class: 29 (10 + 9 armor, +3 Dex, +5 Natural, +1 Haste, +1 Deflection)
Hit Dice: 5d8 + 5d10 + 110 (159hp)
Initiative: +8
Move: 60ft (50ft armored)
BAB: +8

Attack: (Large Greatsword)+23/+23/+18 (8 BAB +12 Str, +1 Haste, +1 Enhancement,+1 Weapon Focus)
Damage: (Large Greatsword) 3d6 +19 (+18 Str, +1 Enhancement) 19-20/x2
Attack (Large Greatbow) +13/+13/+8 (8 BAB, +4 Dex, +1 Enhancement)
Damage: (Large Greatbow) 2d8 + 11 (+10 Str, +1 Enhancement) 20/x3

Saves:

Fort +24 (8 Base, +11 Con, +3 Legend, +2 Resistance)
Refl +15 (5 Base, +4 Dex, +3 Legend. +1 Haste, +2 Resistance)
Will +15 (5 Base, +5 Wisdom, +3 Legend, +2 Resistance)

Feats:

0: Martial Weapon Proficiency (Greatsword) (War Domain)
0: Weapon Focus (Greatsword) (War Domain)
0: Improved Initiative (Bonus)
0: Multiattack (Bonus)
1: Divine Might
1: Power Attack
3: Exotic Weapon Proficiency: Great Bow
6: Cleave
9: Quicken Spell


Skills (40 Cleric, 25 Warmind):

Concentration 24 (13 Ranks, +11 Con)
Diplomacy 13 (8 Ranks, +5 Cha)
Heal 11 (6 Ranks, +5 Wis)
Intimidate 15 (10 Ranks, +5 Cha)
Knowledge (History) 5 (2 Ranks, +3 Int)
Knowledge (Psionics) 13 (8 Ranks, +3 Int, +2 Synergy)
Spell craft 11 (8 Ranks, +3 Int)
Spot 10 (5* Ranks, +5 Wis)
*=cross class

Languages:
Common, Gol-Kaa, Celestial, Infernal, Abyssal

Cleric Spells: Caster level 10 DC 15 + spell level 6/6/5/4/4/3

0. Create Water, Detect Magic (x3), Mending, Purify Food and Drink
1. Divine Favor (x2), Bless, Shield of Faith (x2), Protection from Evil, +Magic Weapon
2. Align Weapon, Darkness, Silence, Aid, Hold Person. +Detect Thoughts
3. Deeper Darkness, Dispel Magic, Invisibility Purge, Magic Circle against Evil, +Magic Vestments
4. Divine Power, Greater Magic Weapon, Freedom of Movement, Death Ward, +Divine Power
5. Righteous Might, Quickened Divine Favor, Greater Command, +Flame Strike

Psionics: Power Points 33 (20 Base +12 Wis +1 bonus) Caster Level: 5

Powers Known
1. Offensive Precognition, Offensive Prescience
2. Hustle

Equipment:

14,200 Glamered Mithral Full Plate +1
7,050 Starmetal Large Greatsword +1
1,800 Hat of Disguise
16,000 Belt of Strength +4
16,000 Amulet of Health +4
2,000 Ring of Deflection +1
4,000 Cloak of Resistance +2
4,450 Large Composite Great bow (+10 Str) +1
16,000 Winged Boots
2,500 Ring of Sustenance
2,000 Handy Haversack
750 Wand of Cure Light Wounds (50)
10 Spell Component Pouch (x2)
1 Small steel mirror
.1 Bedroll
2 Winter Blanket (x4)
2 crowbar
1 flint and steel
1 grappling hook
.5 hammer
1 pitons (x10)
20 Silk Rope (100ft)
2 Spade
50 Healers kit
25 Holy Symbol, Silver
4 Large Cold Iron Arrows (x40)
3 Large Arrows (x60)
1,152gp
4sp
 
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I thought you HAD to be a animal creature type to take monster of legend(or something like that)?

Also technically speaking does this mean we use the netheril mage class instead? Sorcerer spell slots with no limitations on spells known, etc etc.
 


The level breakdown looks like this:

1: Cleric/Goliath LA 1
2: Cleric/Phrenic LA 1
3: Cleric/Phrenic LA 2
4: Cleric/Monster of Legend LA 1
5: Cleric/Monster of Legend LA 2
6: War Mind/Monster of Legend LA 3
7: War Mind/Monster of Legend LA 4
8: War Mind/Monster of Legend LA 5
9: War Mind/Monster of Legend LA 6
10: War Mind/Monster of Legend LA 7

and Monster of Legend is limited to a few select types, one of which is monsterous humanoid, guess what a Goliath is.

RPwise, he is the champion of his diety. A wandering warrior seeking out combat so that he can achieve a perfect state of oneness with his mind, body and spirit.
 

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