Age of Heroes - LR Gestalt Game (Roll Call)

Well so far we have 6 completed characters so all we're waiting on is Ferrix, I'll give Ferrix two days to post a character, otherwise we'll begin without him.

Question:
Troile can't be a pink half-dragon, so please choose an appropriately coloured dragon, also can you please explain how you have worked out your combat modifiers for your weapon, as I'm scratching my head as to how you get +25 to hit with your Elvin Court Blade. Also what is melee weapon mastery

Shayuri:
I'm not familiar with either the Beguiler of Duskblade, can you please summarise the abilities of each class please.

Amazing Triangle:
I know nothing about the combat medic or the healer, can you please summarise the abilities of each class please.

Wrahn:
Ununkua'em (I sure hope he has a short nickname) looks good, remind me to never allow Monster of Legend again :D

Everyone else looks good, so at the latest I'll post the first IC post in two days time (Wednesday morning for me).
 

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Wrahn said:
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

Just one question out of curiosity... why would this character cast spells as a 10th-level cleric? As far as I can see, Monster of Legend does not improve cleric level in any way; it merely casts spells like a 5th-level cleric, since you already are a 5th-level cleric, that isn't really an improvement, although it might be considered a different casting ability, so you would gain both (basically two sets of 5th-level cleric spells). You certainly could take cleric levels *after* Monster of Legend, in order to improve its natural spellcasting ability, but before? I really doubt, that it works that way. ;)

Besides, this (the order in which abilities are gained from LA and classes) is one of the reasons, why it is a good idea to not have LA take up only one side of the Gestalt, but rather both.

This is not a 10th-level Gestalt character, this is a 20th-level regular character. :p

Bye
Thanee
 

Oops, sure thing. Both are in PHB 2...here's the summaries:

The Beguiler is to enchantment, illusion and roguery what the Warmage is to evocation, conjuration, and combat. Both classes have similar "structures," (ie - spont casting, Advanced Learning, rigid spell lists of which all spells are known), just different focus.

Hit Die: 1d6
BAB: As wizard
Saves: Good Will
Skill Points: 6+Int bonus (x4 at 1st)
Skill List: Appraise, Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Info, Hide, Jump, Knowledge (Arcana), Knowledge (Local), Listen, Move Silently, OPen Lock, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Swim, Tumble, Use Magic Device.

Spellcasting: Spontaneous, keys off of Intelligence for bonus and DC. Slots as Sorceror. Learns all spells of appropriate level from a class list.

Class Features:
Armored Mage - Ignore Arcane Fail Chance from light armor (doesn't include shields) for Beguiler spells only.
Trapfinding - As per Rogue.
Cloaked Casting - Spells cast on unwary targets (targets that would lack Dex bonus to AC) are more potent. Eventually gains +2 DC and ability to bypass SR.
Silent Spell and Still Spell as bonus feats.
Surprise Casting - Can use Bluff to feint in melee to deny a target Dex bonus to AC on next attack or spell cast. Can do so as a Move action, or as a Swift action if Improved Feint feat is also known.
Advanced Learning - Can select a spell not on the Beguiler list to add to known spells. Learned spells MUST be sorceror/wizard spells of Enchantment or Illusion schools, of level no higher than can be cast when the ability is gained.

Note that the Class Spell List is reproduced on the character sheet under Spells Known for the Beguiler class.

Duskblade

A synthesis of warfare and magic, the Duskblade is most similar mechanically to a bard, though with emphasis on combat skills and spells rather than trickery and support. Despite the name, there is nothing 'shadowy' or sinister about the class. They cast spells spontaenously, with more slots per day per level than a sorceror, but FAR fewer spell picks, and from a much more limited list. Also, they can cast spells only up to 5th level, though some spells are a different level on t heir list than on the core wiz/sorceror.

Hit Die: 1d8
BAB: As fighter
Saves: Good Fort and Will
Skill Points: 2+Int bonus (x4 at 1st)
Skill List: Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (Any), Ride, Sense Motive, Spellcraft, Swim

Spellcasting: Spontaneous, keys off of Intelligence for bonus and DC. Slots on new class list. Starts knowing two 0 level and two 1st level spells from the class list. Thereafter, a duskblade learns one new spell per level, of any spell level availiable (2nd lvl spells at 5th level, 3rd level spells at 9th, etc). Gains ability to cast several cantrips as Spell Like Abilities a limited number of times per day as well (see class features).

Class Features:
Arcane Attunement - Use as spell like abilities: Dancing Lights, Detect Magic, Flare, Ghost Sound, Read Magic a combined number of times per day equal to 3 +Int mod.
Armored Mage - Cast Duskblade spells in light armor with no Arcane Fail Chance. eventually allows Medium armor and shields (other than tower) as well.
Combat Casting - As bonus feat
Arcane Channelling - As standard action you can cast any known touch spell and deliver it through a melee attack. Does not provoke AoO, but spell must have casting time of 1 standard action or less. If attack hits, it does normal damage, then spell effect is resolved. At level 13, this can be done as part of a Full Attack.
Quick Cast - Once per day for each 5 levels (1 at lvl 5, 2 at 10, etc) a Duskblade can cast a known spell with casting time of 1 std action or less as a swift action.
Spell Power - When a duskblade injures a target with a melee attack, spells cast on that same target can more easily penetrate SR. Bonus starts at +2, ranging up to +5.

Class Spell List
0 Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue
1 Bigby's Tripping Hand, Blade of Blood, BUrning Hands, Cause Fear, Chill Touch, Color Spray, Jump, Kelgore's Firebolt, Lesser Deflect, Magic Weapon, Obscuring Mist, Ray of Enfeeblement, Resist Energy, Rouse, Shocking Grasp, Stand, Swift Expeditious Retreat, True Strike
2 Animalistic Power, Bear's Endurance, Bigby's Striking Fist, Bull's Strength, Cat's Grace, Darkvision, Deflect, Dimension Hop, Ghoul Touch, Melf's Acid Arrow, Scorching Ray, See Invisible, Seeking Ray, Spider Climb, Stretch Weapon, Sure Strike, Swift Fly, Swift Invisibility, Touch of Idiocy
3 Crown of Might, Crown of Protection, Dispelling Touch, Doom Scarabs, Energy Aegis, Energy Surge, Greater Magic Weapon, Halt, Keen Edge, Protection from Energy, Ray of Exhaustion, Regroup, Vampiric Touch
4 Bigby's Interposing Hand, Channeled Pyroburst, Dimension Door, Dispel Magic, Enervate, Fire Shield, Phantasmal Killer, Shout, Toxic Weapon
5 Bigby's Clenched Fist, Chain Lightning, Disintegrate, Hold Monster, Polar Ray, Slashing Dispel, Sonic Shield, Waves of Fatigue
 

Thanee said:
Just one question out of curiosity... why would this character cast spells as a 10th-level cleric? As far as I can see, Monster of Legend does not improve cleric level in any way; it merely casts spells like a 5th-level cleric, since you already are a 5th-level cleric, that isn't really an improvement, although it might be considered a different casting ability, so you would gain both (basically two sets of 5th-level cleric spells). You certainly could take cleric levels *after* Monster of Legend, in order to improve its natural spellcasting ability, but before? I really doubt, that it works that way. ;)

Besides, this (the order in which abilities are gained from LA and classes) is one of the reasons, why it is a good idea to not have LA take up only one side of the Gestalt, but rather both.

This is not a 10th-level Gestalt character, this is a 20th-level regular character. :p

Bye
Thanee

I agree that ECL and gestalt don't make a happy pairing, but I don't think the answer is taking both sides. That is just a different problem (+20 ECL races for instance). The best solution I saw was to multiply the LA of the race by 1.5 and proceed from there on one side.

As far as the Cleric levels and the Monster of Legend levels not stacking, I don't really see it as a problem. I agree the caster level shouldn't exceed the hit dice, but it can come up in other circumstance:

1:Fighter/Rogue
2:Fighter/Wizard
3:Rogue/Wizard
4:Rogue/Wizard
5:Rogue/Wizard
6:Rogue/Wizard
7:Rogue/Wizard
8:LoreMaster/Wizard
9:LoreMaster/Wizard
10:Fighter/Rogue

This is a poor design meant to illustrate a point, at 10th level I would say the caster level would be 10 and at 9th it would be 9. If there was a Savage Species progression for the Monster of Legend, there would be no difference in how it was handled.
 
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Lord_Raven88 said:
Well so far we have 6 completed characters so all we're waiting on is Ferrix, I'll give Ferrix two days to post a character, otherwise we'll begin without him.

Question:
Troile can't be a pink half-dragon, so please choose an appropriately coloured dragon, also can you please explain how you have worked out your combat modifiers for your weapon, as I'm scratching my head as to how you get +25 to hit with your Elvin Court Blade. Also what is melee weapon mastery

Shayuri:
I'm not familiar with either the Beguiler of Duskblade, can you please summarise the abilities of each class please.

Amazing Triangle:
I know nothing about the combat medic or the healer, can you please summarise the abilities of each class please.

Wrahn:
Ununkua'em (I sure hope he has a short nickname) looks good, remind me to never allow Monster of Legend again :D

Everyone else looks good, so at the latest I'll post the first IC post in two days time (Wednesday morning for me).

I would like ferrix's spot if he doesn't take it
 

Wrahn said:
This is a poor design meant to illustrate a point, at 10th level I would say the caster level would be 10 and at 9th it would be 9. If there was a Savage Species progression for the Monster of Legend, there would be no difference in how it was handled.

I don't think it works that way. Both wizard and loremaster are adding 1 level to the wizard casting for the character, so they wouldn't stack. The charact would get the better of the two and since both advance their casting by one level, they'd be an 8th level caster at 10th level.
 


gabrion said:
I don't think it works that way. Both wizard and loremaster are adding 1 level to the wizard casting for the character, so they wouldn't stack. The charact would get the better of the two and since both advance their casting by one level, they'd be an 8th level caster at 10th level.

It is an interesting point and one I hadn't considered, but I would argue the Wizard class does not give +1 caster level. The level of the wizard level determines what spells are available and what level they are cast at, but is fundamentally different than the +1 to existing caster level.

The inference is easy to make, but the Wizard (or any of the base casting classes) act slightly different, they permit the casting of spells of that class. For instance, in the example I gave, you could not pick up cleric levels with the loremaster class, because the fighter/rogue/wizard doesn't have levels to add to.

Whether the distinction is enough to seperate them as distinct abilities is probably up to the GM.
 

I put down greater weapon focus as greater weapon spec, fixed.

Pink half dragon = gold, for all intents and purposes.

Melee weapon mastery is from PHB II and gives +2 to hit/+2 to damage.

Minor calculation error, i think i have a +24 to hit.
 

If no one noticed I posted an absent thread in the Talking the Talk forum. I was away for four days at a competition.

I'll be posting my character today.
 

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