[Closed] The Standing Stone

After reading up a bit here and there, I'll say that if you go, the ECL race will count for one "side" of the gestalt build, wether you go +LA or monsterous classes. However, there aren't that many ECL races available, so it should not be a problem.
 

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I look at the Effigy Master, and I think of a Rogue which have his skilsl axed on the creation of clockwork device and all that is mechanical.
 

I've made some small modification to my character. I'll go for the path of the Elemental Savant, mastery over the Air element. He will start his progression next level. To do that, I've changed a bit my skills (raise two knowledge to the cost of other skills, trying to take from everyone to lesser the impact on other skills, that way, i keep the conept/personality of my character) and also changed two feats (Force of Personality and Improved Toughness for Empower Spell and Energy Substitution (Electricity)) I've also changed added a paragraph to my character background.
 

I say. Sounds interesting, laddie. Take me to this master of yours.

I'm working on a Ranger6/Cleric6. Probably not the most exciting of gestalt ideas, but I really like the Cleric Archer and this looks like one of my best chances at making a really good one.
 


OK, after tweaking and re-tweaking, here is my final submission.

This character will definitely fill the rogue niche (maxed out search, disable device and open locks). He's also a pretty interesting roguish fighter type.

Anyways, I hope I get a chance to play him
[sblock]
Code:
Name: Fash Daergel
Class: Warlocke 6 / Rogue 5 / warrior 1
Race: Whisper gnome
Size: Small
Gender: Male
Alignment: Chaotic Good
Deity: Gnome Pantheon

[b][u]Abilities[/b][/u]
Str: 12 +1 (14 base -2 racial)    		Level: 6	XP: 21 000
Con: 16 +3 (14 base +2 racial)			BAB: +5		HP: 46 (5d6+1d10 + 18)
Dex: 17 +3 (14 base +2 racial +1 level)		Grapple: +2	Dmg Red: 1/cold iron
Int: 16 +3 			   		Speed: 30'	Spell Res: 0
Wis: 10 +0 					Init: +7	Spell Save: +0
Cha: 8 -1 (10 base -2 racial) 	  		ACP: 0		Spell Fail: 0%

Age: 24
Height: 4'2"
Weight: 57lb
Eyes: Deep Blue
Hair: Black
Skin: tan


[b][u]Armor class[/b][/u]
	[b]Total[/b]	Base Armor Defl Shld Dex Size Nat Misc 
Armor: 	 [b]22[/b]	10    +5   +0	+2   +3  +1   +1  +0   
Touch: 	 14 		Flatfooted: 18
[size=1]Note: +1 ac to avoid traps, +4 dodge bonus against monsters of the giant type[/size] 


[b][u]Saves[/b][/u]
	[b]Total[/b]	Base Mod Misc 
Fort:   [b]+8[/b]	  4   +3  +1    
Ref:    [b]+10[/b]	  6   +3  +1    
Will:   [b]+7[/b]	  6   +0  +1    
[size=1]Note: +1 to saves to avoid traps [/size]


[b][u]Weapons [/b][/u]
					Attack 		Damage 		Type	Critical	Range
Eldrich blast (ranged touch attack)	+9 (+10 <30ft)	3d6 (+1 <30ft)	Magic	20/x2		60
Hammer, gnome hooked (hammer head)	+7		1d6+1		B	20/x3		-
Hammer, gnome hooked (hook head)	+7		1d4+1		P	20/x4		-
Daggers (melee)				+7		1d3+1		P S	19-20/×2
Daggers (ranged)			+9		1d3+1		P	19-20/×2	10

[size=1]Note: +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears) [/size]

[b][u]Languages: [/b][/u]Common, gnome, Draconic, Infernal


[b][u]Abilities:[/b][/u]
[I]Racial[/I]
Spell-Like Abilities: 1/day -- silence (must be centered on whisper gnome's body). 
1/day -- ghost sound, mage hand, message. Caster level 1st; save DC 10 + whisper gnome's Cha modifier + spell level.
+4 dodge bonus to Armor Class against monsters of the giant type 
+1 racial bonus on attack rolls against kobolds and goblinoids 
Low-Light Vision: A whisper gnome can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Darkvision: Whisper gnomes can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and whisper gnomes can function just fine with no light at all.

[I]Warrior:[/I]
  Light, medium, heavy armor & shields
  Melee weapons

[I]Warlock[/I]
  Eldrich Blast 3d6
  Deceive item: can take 10 one use magic device checks even when threatened or distracted 
  Detect magic at will
  DR: 1/cold iron

  Invocations:
    least (3)
     - Darkness: as the spell (10 min./level, 20 ft magical darkness, 20% miss chance (concealment), blinded creatureshave 50% miss chance) 
     - Devil's sight: see normally 30ft in regular and magical darkness
     - Hideous blow: channel eldrich blast in melee attack
     - Spiderwalk: Gain a climb speed of 20, retain AC bonus while climbing

    lesser (1)
     - Flee the scene: Dimension door 25+5ft/2 level + major image for 1 round

[I]Rogue[/I]
  Sneak attack +3d6
  trapfinding
  Evasion
  Trap sense +1 
  Uncanny dodge 


[b][u]Feats: [/b][/u]
- Precise shot (level 1)
- Improved initiative
- Extra invocation: spiderwalk (level 6)
- point blank shot (Warrior 1)


[b][u]Skills[/b][/u]
Skill Points: 88+5=93 
 			Total	Ranks	Mod	Racial	Size	Synergy		Misc	
Balance			+5	0	3   	 		2 tumble			
Bluff		 	+8	9 	-1    	 				
Concentrate 		+12	9 	3   					
Disable Device		+14	9	3					+2 Masterwork thieve's tools						
Diplomacy	 	+1	0 	-1  			2 bluff	
Disguise		+12	1	-1			2 bluff		10  hat of disguise 
Hide			+19	8	3	4	4			
Jump			+3	0	1    			2 tumble	
Listen			+2	0	0	2				
Move silently		+16	9	3	4				
Open locks		+14	9	3					+2 Masterwork thieve's tools
Sleight of Hand		+8	3 	3			2 bluff	
Search			+12	9	3	 				
Spot			+11	9	0	2				
Tumble			+12	9	3    	 				
Use Magic Device	+8*	9 	-1    	  				
*[size=1]Note: Deceive item (Warlock ability): can take 10 one use magic device checks even when threatened or distracted [/size]	


[b][u]Equipment: [/b][/u]
				Quantity Cost Weight	Location
+1 Mithral Shirt (+5 ac)	 1	 2100	 5	Worn
Hat of disguise			 1	 1800	 0	Head
Ring of sustenance		 1	 2500 	 0	Left hand

+1 Mithral buckler		 1	 2165	 1.25	Left forearm
Traveler's Outfit 		 1 	    1	 1.25	Worn
Cloak of Resistance +1		 1	 1000	 1	Worn

Gnome hooked hammer		 1	   20	 3	Strapped to back
Daggers				 3	    6	 1.5	Left ankle (hidden),left side of belt and strapped to left forearm (hidden under buckler)
Ring of feather falling		 1	 2200	 0	Right hand

Amulet of natural armor +1	 1	 2000	 0	Worn
Masterork thieve's tools	 1	  100	 1	Strapped against chest, under clothing and armor
Tanglefoot bag			 1	   50	 4	Strapped to belt

Belt Pouch			 1	    1 	 0,125	left back side
  Caltrops			 2	    2 	 4 	Left pouch 
  Thunderstone 			 2	   60	 2  	Left pouch 

Belt Pouch			 1	    1 	 0,125	right back side
  Holy water (metal flask)	 1	   25 	 1 	Right pouch
  Antitoxin (metal vial) 		 1	   50	 0	Right pouch					
  2 Sewing Needles		 1	    0	 0	Right pouch
  Chalk				 1	    0	 0	Right pouch					

Wand of Prot. Against Evil	10 chrgs  150	 0	Worn on a black string around neck, under clothes
Wand of Reduce			12 chrgs  180	 0	Worn on a blue string around neck, under clothes
Wand of Cure Light wounds	18 chrgs  270	 0	Worn on a white string around neck, under clothes

Wand of True strike 		6 chrgs	   90	 0	Worn on a yellow string around neck, under clothes
Wand of Mending 		6 chrgs    45	 0	Worn on a grey string around neck, under clothes
Wand of Detect Poison 		20 chrgs  150	 0	Worn on a red string around neck, under clothes
[size=1]Note: Fash has already successfully used his wands, he therefore gets +2 to use magic device checks.[/size]


Total Weight: 25.375 lb Money: 34 gp (in a small bag attached to his belt, uunder his clothes)

		Lgt Med Hvy Lift Push
Max Weight: 	 32  64 98  196  480


[b][u]Class progression[/b][/u]	
Classes	
1: Warlock/Rogue			
2: Warlock/Rogue	
3: Warlock/Rogue	
4: Warlock/Rogue	
5: Warlock/Warrior	
6: Warlock/Rogue

Gestalt BAB and Save calculation [sblock]
Warlock Side
Saves (F/R/W) Attack
+0 +0 +2 +0
+0 +0 +1 +1
+1 +1 +0 +1
+0 +0 +1 +1
+0 +0 +0 +0
+1 +1 +1 +1

rogue/warrior Side
Saves (F/R/W) Attack
+0 +2 +0 +0 Rogue 1
+0 +1 +1 +1 Rogue 2
+1 +0 +1 +1 Rogue 3
+0 +1 +0 +1 Rogue 4
+2 +0 +0 +1 Warrior 1
+0 +0 +0 +0 Rogue 5

Total for character:
Saves (F/R/W) Attack
+0 +2 +2 +0
+0 +1 +1 +1
+1 +1 +1 +1
+0 +1 +1 +1
+2 +0 +0 +1
+1 +1 +1 +1
_________ ___
Total:
+4 +6 +6 +5

[/sblock]Background:
Fash Daergel was unusual, even for a wisper gnome. His natural roguish talents flourished in his clan, but he also had unusual powers that made is kin uneasy. He left his clan early to find his own way.
He met an adventuring group about a year ago, and they learned to respect his skills as a scout, rougue and as a subtle fighter.

Tactics & Personality:
When scouting, Fash prefers to walk on walls an activate his darkness incantation, if necessary, to avoid detection.
Fash is definitely sneaky, and has more than one trick up his sleeve. In combat, he likes to use his flee the scene invocaction to dimension door behind his opponents and backstab them (using hideous blow) or just to blast them. He'll also use his darkness and devil's sitght invocations in conjunction so his foes won't be able to see him.

Appearance:
Chances are one won't remember seing Fash. He's a nondescript gnome, with a grey cloak and regular adventuring attire. He does his best not to be noticed. He regularly use his hat of disguise to change his features when the occasion calls for it.
[/sblock]BTW, when is the submission deadline/game start?

Thanks and cheers,

SG
 
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According to the write-up of the Favoured Soul, it isn't necessary for the character to have the same alignment as the deity that favoured them. So, I was thinking of playing a halfling FS/Cleric who is "favoured" by Hextor (in an attempt to lead him and his people astray) but actively worships Yondalla to try and fend off the influence of the Tyrant God on his soul... Does this sound kosher?
 

Sorry, no psionics.

Steve: I'll accept submissions untill the 21st, then I'll make the selection soon after.

As for the favoured soul idea, I love it!



Lots of great characters consepts popping up here. I just know I'll have a hard time choosing what characters will play! Keep up the good work people!
 


I've got a thought brewing about a (tank) human warrior from the desert, who embraces the draconic heritage in his blood and the song of battle in his heart.

Something like the following is bouncing around in my head:
Side 1: Barbarian 5/Dervish 1
Side 2: Fighter 2/Bard 3/Dragon Disciple 1

Should I stat it out or are you all full up?
 

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