[Closed] The Standing Stone

Rayex

First Post
You're passing through a small town, relaxing in the common room of the tavern, when a noble looking lad comes to your table. "I say. You look like a group who know how to handle themselves. Might you be interested in work? MY master is willing to pay nicely for your trouble."

*******


I've been wanting to try out this module for quite a while now, and got a sudden urge to try it out as a PbP game. I'll take 4 players, not on a first-come basis. Recruitment will be open till may 21st.
The characters will all know eachother fairly well, being a group who have gone through a few adventures together. Also, filling a primary role, Tank, Healer/Divine, Arcane and Rogue-part is not required, but will make it easier on the party as a whole.
I would also like a nice little text, describing your characters personality, traits, look etc.

On to the character creation:
This will be a Gestalt game, using the gestalt rules from Unearthed Arcana.
Starting level: 6
Ability Scores: 32 point buy.
Gold: 15,000 gp.
Hit Points: Max at 1st level, average pluss one at each subsequent level.
Allowed sources: PHB; DMG; Complete Arcane, Divine, Adventurere and Warrior; Races of Destiny, Stone and the Wild.
On a case-by-case basis: Draconomicon and Libris Mortis. Racial and Class variants from UA is also acceptable.
As using Gestalt rules can make some pretty wicked characters, each and all characters will be looked over carefully and the DM will have the last word.
 
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I'd definitely like to play.

I have a couple of concepts in mind:

1) Wizard (or sorceror) /warlock, arcane type (both innate and acquired) probably human, elf or changeling
2) Whisper gnome or changeling rogue/warlock, a sneaky guy on steroids

Would you accept the changeling race (from emberon source book)?
Do you have any preference on the above mentioned concepts?
Thanks and cheers,

SG
 


I would be interested too.

Both Steve Gorak are kind of interesting concept for me too.

As I've never tried a Gestalt character, I have many interesting things to try. I'll come back later today with a concept.
 

SG: Sorry, no changelings. The rest sounds fine, I love the idea of a Wizard/Warlock, but it's all up to you, of course!

Question: I've enables e-mails, and my MSN is the same as my e-mail adress.

Velmont: Yeah, lots of fun things to do with Gestalt, good luck in thinking something wicked out! :D
 


Rayex said:
Velmont: Yeah, lots of fun things to do with Gestalt, good luck in thinking something wicked out! :D

Edit: Yeah too much, I'll need to take my book. But trying the Warlock class is appealing to me too.
 
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Sounds interesting, I'll come up with a concept in a little bit and put it up. Out of curiosity, how are you dealing with EL in this game? Are you allowing players to buy EL as one of their classes (i.e. a level four gestalt character being a Fighter 4/Half-Demon 4), or are you doing gestalt after EL is calculated?

I'm thinking of using the Stonechild class, which is listed in Races of Stone as a six-level class with two hit-dice. (Probably go for the 'tank' role)
 
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This really sounds like quite a lot of fun, and I'd love to have a chance to try out a gestalt character. Since our options are pretty open, I think I'd like to try something a little different: an Illumian Spellthief/Swashbucker. Concept is "multi-skilled explorer".

Yanahl Oathblood
Race: Illumian Class (Gestalt): Spellthief/Swashbuckler Level: 6
Alignment:Chaotic Good Deity: Syeret, The Lightbringer
Description: medium height (5'6"), well-built and sturdy (140 lbs.), light brown hair and beard (cut in a nondescript human fashion), slightly aged but still friendly face (38 years old)

Background:
Yanhal had a great passion for languages even as a child. As he matured, the leaders of his cabal saw in him the makings of a fine researcher and academic. And, at first, Yanhal was satisfied to spend days upon days reading dusty and dry language texts from the Illumians' ancient libraries. Eventually, however, he came to realize that language is a living thing, and cannot truly be understood without speaking and experiencing it as a native would. He left the seclusion of his cabal and headed out into the world to further his studies.

For a time, Yanhal posed as the long-lost cousin of a noble human knight, the better to infiltrate human society and practice its language. This turned out to be a mistake--when the human kingdom went to war with its neighbor, Yanhal found himself dragged into the conflict, expected by his host to lead a segment of their army. Yanhal fled to another continent rather than become involved, but in doing so he fell into a more dangerous situation: he lost contact with his home cabal.

Now Yanhal finds himself alone, with no way to find any other members of his secretive race. For the meanwhile he takes work as an adventurer and mecenary, hoping to uncover some clue that will lead him back home.

Personality and Roleplaying notes:
Yanhal is fascinated with language, particularly with the parts of language that other cultures consider taboo. He has amassed a huge collection of various curse words from different languages, and takes glee in using them whenever possible (he is particularly fond of intimidating weak opponents with Abyssal and Infernal swear words). Despite his dire situation, Yanhal is not one to brood, confident that with enough research and hard work, all his problems will be solved. His allies find him a bit too intellectual, often over-planning for stressful situations and tending to lecture whenever the situation presents itself.

Attributes:
Strength: 12 {+1} (4 point buy)
Dexterity: 16 {+3} (8 point buy, +1 level) magically adjusted to 18 {+4}
Constitution: 12 {+1} (4 point buy)
Intelligence: 14 {+2} (6 point buy) magically asjusted to 16 {+3}
Wisdom: 12 {+1} (4 point buy)
Charisma: 14 {+2} (6 point buy)
--- (total point buy: 32)​
Combat:
Hit points: 46 (6d10+6) {10 + 6 + 6 + 6 + 6 + 6}
Armor Class: 19 (+4 armor, +4 Dex, +1 deflection)
--- Touch AC: 15 Flat-footed AC: 15
Initiative: +4 (Dex)
Speed: 30 feet
Base Attack Bonus: +6
--- Grapple: +7
Melee Attack: Rapier +10, 1d6+3 damage, 18-20/x2 critical
Ranged Attack: Thrown dagger +10, 1d4+3 damage, 19-20/x2 critical​
Saving Throws:
Fortitude: +7 (Base +6, Con +1)
Reflex: +7 (Base +2, Dex +4, Class +1)
Will +7 (Base +6, Wis +1)​
Feats and Skills:
1st level Feat: Improved Sigil (uur)
3rd level Feat: Subtle Sigil
6th level Feat: Jack of All Trades
Bonus Feat: Weapon Finesse

Appraise: +3 (+3 Int)
Balance: +8 (+4 Dex, +2 racial, +2 synergy)
Bluff: +9 (5 ranks, +2 Cha, +2 racial)
Climb: +3 (2 ranks, +1 Str)
Concentration: +1 (+1 Con)
Craft (Any): +3 (+3 Int)
Decipher Script: +3 (+3 Int)
Diplomacy: +10 (2 ranks, +2 Cha, +2 racial, +4 synergy)
Disable Device: +14 (9 ranks, +3 Int, +2 tools)
Disguise: +7 (3 ranks, +2 Cha, +2 Racial)
Escape Artist: +8 (2 ranks, +4 Dex, +2 racial)
Forgery: +3 (+3 Int)
Gather Information: +6 (2 ranks, +2 Cha, +2 racial)
Handle Animal: +4 (+2 Cha, +2 racial)
Heal: +1 (+1 Wis)
Hide: +12 (6 ranks, +4 Dex, +2 racial)
Intimidate: +8 (2 ranks, +2 Cha, +2 racial, +2 synergy)
Jump: +8 (5 ranks, +1 Str, +2 synergy)
Knowledge (any): +3 (+3 Int)
Knowledge (arcana): +8 (5 ranks, +3 Int)
Listen: +1 (+1 Wis)
Move Silenty: +12 (6 ranks, +4 Dex, +2 racial)
Open Lock: +13 (5 ranks, +4 Dex, +2 racial. +2 toolsl)
Perform (any): +4 (+2 Cha, +2 racial)
Profession (any): +1 (+1 Wis)
Ride: +5 (+3 Dex, +2 racial)
Search: +15 (7 ranks, +3 Int, +5 magic)
Sense Motive: +6 (5 ranks, +1 Wis)
Sleight of Hand: +8 (+4 Dex, +2 racial, +2 synergy)
Speak Language (bought six times at 1 sp each)
Spellcraft +5 (+3 Int, +2 synergy)
Spot: +1 (+1 Wis)
Survival: +1 (+1 Wis)
Swim: +1 (+1 Str)
Tumble: +13 (5 ranks, +4 Dex, +2 racial, +2 synergy)
Use Magic Device: +4 (+2 Cha, +2 racial)
Use Rope: +6 (+4 Dex, +2 racial)

Languages: Common, Illumian, Elven, Gnomish, Draconic, Orc, Abyssal, Celestial, Sylvan, Undercommon​
Equipment:
Traveller's clothing (weight 5, cost 0, worn)
sturdy leather backpack (weight 2, cost 2, worn)
two large belt pouches (weight 1, cost 2, worn)
two sunrods (weight 2, cost 3, pack)
climber's kit (weight 5, cost 80, pack)
masterwork thieves' tools (weight 2, cost 100, belt)
surprisingly large variety of spell components (weight 4, cost 38, belt)
+1 studded leather (weight 20, cost 1175, worn)
lens of detection (weight 0, cost 3500, belt)
gloves of dexterity +2 (weight 1, cost 4000, worn)
headband of intellect +2 (weight 1, cost 4000, worn)
ring of protection +1 (weight 0, cost 2000, worn)
--- total weight carried: 43 pounds (light load)
--- total cost: 14900
--- unspent gold: 100​
Racial Traits and Class Abilities:

Type: Humanoid (Human)
Size: Medium
Luminous Sigils (Su) (provides candle-like illumination)
Glyphic Resonance (Ex) (resistant to glyph-based spells)
Power Sigils: Vaul and Uur (total of +2 to all Dex and Cha based skills)
Illumian Word (Su): Vauluur (swift; burn a spell slot for +1d6 sneak attack damage; 2/day)
Final Utterance (Ex) (strange audible cursings fill the air for 6 rounds after death)
+2 racial saving throw bonus vs. shadow spells
Superior Literacy (Speak Language always a class skill)
Weapon Proficiency: Simple and Martial
Armor Proficiency: Light
Sneak Attack (Ex): +2d6
Steal Spell (Su): up to 3rd level
Steal Spell Effect (Su)
Steal Energy Resistance 10 (Su)
Steal Spell-Like Ability (Su)
Trapfinding (Ex)
Detect Magic (Sp): 2/day, CL 6
Spellgrace (Su): +1 bonus on all saves vs. spells
Bonus Feat: Weapon Finesse
Grace (Ex): +1 bonus to Reflex saves
Insightful Strike (Ex) (add Int bonus to damage)
Dodge Bonus (Ex): +1 bonus, one opponent
Spells:
Spellthief Spells Known -
--1st level (Save DC 13, 2/day) True Strike, Shield, Magic Missile
 
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Ah... a low level gestalt... fun fun.

2 Concepts for you

1) Dwarven Warrior - Paragon of his kin and clan. Thinking fighter//cleric type.

2) Half-Orc or Human Druid-Barbarian type - Shapeshifting berserker type, or Barbarian-Bard - think of a warrior skald.
 

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