OOC: [Gestalt] The Standing Stone, Game 1.

IcyCool

First Post
Rayex said:
IcyCool, Jaqual.
Most seems ok.
Your saves are a bit off though. Your total should be 9fort, 5ref and 6will.

Ah, I'm not terribly good at calculating the incremental saves I guess. I made the changes and here's the sheet below.

[sblock=Jaqual, Wanderer from the Sands]
Code:
[B]Name:[/B] Jaqual
[B]Class:[/B] [Barbarian 6]/[Bard 3/Fighter2/Dragon Disciple 1] 
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] ----

[B]Str:[/B] 16 +3 ( 8p.)     [B]Level:[/B] 6        [B]XP:[/B] 15,000
[B]Dex:[/B] 14 +2 ( 6p.)     [B]BAB:[/B] +6         [B]HP:[/B]  59 (6d12 + 12)
[B]Con:[/B] 14 +2 ( 6p.)     [B]Grapple:[/B] +9     [B]Dmg Red:[/B] --/----
[B]Int:[/B] 14 +2 ( 6p.)     [B]Speed:[/B] 40'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 ( 2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +1
[B]Cha:[/B] 12 +1 ( 4p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +0    +2    +0    +3    +1(2) 23(24)
[B]Touch:[/B] 13(14)          [B]Flatfooted:[/B] 21

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      7    +2    +0    +9
[B]Ref:[/B]                       3    +2    +0    +5
[B]Will:[/B]                      6    +0    +0    +6

[B]Weapon                  Attack   Damage     Critical[/B]
Falchion                  +11     2d4+5     18-20x2
Composite Longbow         +8      1d8+0        20x3

[B]Languages:[/B] Common, Draconic, Dwarven

[B]Abilities:[/B] Human Bonus Feat,
Human Bonus Skill Point(s),
Human Favored Class (Highest Class level),
Fighter Feats and Class Abilities,
Fast Movement (+10),
Whirling Frenzy (2/day) (+4 Strength, +2 Dodge bonus to AC),
Uncanny Dodge (Retain Dex bonus),
Improved Uncanny Dodge (Can't be flanked),
Trap Sense +2,
Bardic Music (3/day),
Bardic Knowledge (+7),
Countersong,
Fascinate,
Inspire Courage (+1),
Inspire Competence,
Arcane Spells (Per Day) [i]3/3[/i],
Arcane Spells (Known) [i]6/3[/i],
Natural Armor Increase (+1),
Bonus Spell (1st)

[B]Feats:[/B] Combat Expertise (Human Bonus),
Dodge (1st level feat),
Mobility (3rd level feat),
Weapon Focus[Falchion] (1st level Fighter bonus feat),
Power Attack (2nd level Fighter bonus feat),
Improved Natural Armor (6th level feat)

[B]Skill Points:[/B] 75       [B]Max Ranks:[/B] 9/4
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise(Int)              0    +2    +0    +2
Balance(Dex)               0    +2    +2    +4 (+3 in armor)
Bluff(Cha)                 0    +1    +0    +1
Climb(Str)                 0    +3    +0    +3 (+2 in armor)
Concentration(Con)         3    +2    +0    +5
Craft(Int)                 0    +2    +0    +2
Decipher Script(Int)       0    +2    +0    +2
Diplomacy(Cha)             0    +1    +2    +3
Disguise(Cha)              0    +1    +0    +1
Escape Artist(Dex)         0    +2    +0    +2 (+1 in armor)
Gather Information(Cha)    0    +1    +0    +1
Handle Animal(Cha)         0    +1    +0    +1
Hide(Dex)                  0    +2    +0    +2 (+1 in armor)
Intimidate(Cha)            0    +1    +0    +1
Jump(Str)                  0    +3    +2    +5 (+4 in armor)
Knowledge[Arcana](Int)     8    +2    +0    +10
Knowledge[History](Int)    5    +2    +0    +7
Listen(Wis)                8    +0    +0    +8
Move Silent(Dex)           0    +2    +0    +2 (+1 in armor)
Perform[Dance](Cha)        5    +1    +0    +6
Perform[Sing](Cha)         8    +1    +0    +9
Profession(Wis)            0    +0    +0    +0
Ride(Dex)                  4    +2    +0    +6
Search(Int)                2    +2    +0    +4
Sense Motive(Wis)          6    +0    +0    +6
Sleight of Hand(Dex)       0    +2    +0    +2 (+1 in armor)
Speak Language             0    +0    +0    +0
Spellcraft(Int)            3    +2    +2    +7
Spot(Wis)                  5    +0    +0    +5
Survival(Wis)              6    +0    +0    +6
Swim(Str)                  0    +3    +0    +3 (+1 in armor)
Tumble(Dex)                8    +2    +0    +10(+9 in armor)
Use Magic Device(Cha)      0    +1    +0    +1

[B]Equipment:                 Cost  Weight[/B]
+1 Falchion              2375gp    8lb
+2 Mithril Breastplate   8200gp   15lb
Ring of Prot. +1         2000gp   --lb
Amulet of Nat. Armor +1  2000gp   --lb
Composite Longbow         100gp    3lb
 20 arrows                  1gp    3lb
Backpack                    2gp    2lb
 Bedroll                    1sp    5lb
 Waterskin                  1gp    4lb
 50'Hemp Rope               1gp   10lb
 2 Torches                  2cp    2lb 
Belt Pouch                  1gp  0.5lb
 Flint and Steel            1gp   --lb

[B]Total Weight:[/B]52.5lb    [B]Money:[/B]317gp  9sp  8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                76   153   230   230   1150

[B]Age:[/B] 22
[B]Height:[/B] 6'01"
[B]Weight:[/B] 165lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Black (shaven)
[B]Skin:[/B] Brown
Appearance: Jaqual (Jaq for short) is what you might call an imposing man, if it weren't for the big smile he usually wears. His shaven pate and twinkling brown eyes complement his demeanor quite well. He thrives on good company, good food, and a good fight. Warfare in general fascinates him, and his size belies a quick grace.

Background: When he found out that he had a Bronze dragon in his ancestry, Jaqual searched far and wide for his ancestor, hoping that he/she was still alive. Already a skilled fighter, he decided the best way to explore the world and search was to join up with his adventuresome companions. Recently, has has started to undergo an interesting transformation. The hard bronze scales he's developed only serve to drive is desire to learn more about his heritage.

Spells Known:
0-level:
Detect Magic
Ghost Sound
Know Direction
Light
Prestidigitation
Read Magic


1st-level:
Cure Light Wounds
Disguise Self
Grease

[/sblock]
 

log in or register to remove this ad

IcyCool

First Post
Looks like everyone has their sheet posted except Kafkonia. This is probably a good time to mention that I won't have computer access this Friday or the following Monday, but other than that I should be good.
 

Kafkonia

First Post
Uriel Tindertwig ("Call me Surefoot")

Here ya go.

Code:
STR: 10 (+0)   BAB: +4  Init: +1
DEX: 12 (+1)   HP: 39   AC: 17  Attacks: Melee Flail +6 (1d6 bludgeoning), Ranged Sling +8 (1d3 bludgeoning)
CON: 12 (+1)   FORT: 7  REF: 7  WILL: 9
INT: 10 (+0)   Domains: Community; Good
WIS: 16 (+3)   Feats: Extra Turning; True Believer; Divine Metamagic: Maximize Spell (5 turn attempts per maximize)
CHA: 16 (+3)

Favoured Soul Spell List (6/7/6/4 per day)
0 Level: Read Magic; Detect Magic; Resistance; Guidance; Inflict Light Wounds; Detect Poison; Light
1st Level: Magic Weapon; Cause Fear; Bane; Doom; Command
2nd Level: Spiritual Weapon; Blade of Pain and Fear; Curse of Ill Fortune; Align Weapon
3rd Level: Chain of Eyes; Ring of Blades; Searing Light

Typical Cleric Spells (5/4+1/4+1/3+1)
0 Level: Purify Food and Drink; Mending; Virtue; Virtue; Virtue
1st Level: Sanctuary; Magic Stone; Lesser Vigour; Comprehend Languages; Bless*
2nd Level: Deific Vengeance; Shield Other; Divine Insight; Lesser Restoration; Aid*
3rd Level: Dispel Magic; Blessed Aim; Lesser Vigor, Mass; Prayer

Skills (Rank + Ability + Misc = Total)
Heal (2 + 3 + 0 = 5)
Knowledge: Religion (9 + 0 + 0 = 9)
Sense Motive (5 + 3 + 0 = 8)
Diplomacy (0 + 3 + 2 = 5)
Climb (0 + 0 + 2 = 2)
Jump (0 + 0 + 2 = 2)
Move Silently (0 +1 + 2 = 3)
Hide (0 + 3 +4 = 7)
Listen (0 + 3 + 2 = 5)
Ride (1 + 1 + 0 = 2)

Special
WF: Flail
Energy Resistance 10/Fire
Halfling Abilities +2 saves vs. Fear; +1 with slings and thrown weapons
+2 to Turn Undead

Gear
Mwk Mithral Breastplate: Dex +5; Penalty 0; AC +5; 7.5 lbs; 4350 GP
Mwk Flail: +2 to attack; d6/x2; 2.5 lbs; bludgeoning; +2 disarm; 308 GP
Mwk Sling: +2 to attack; d3/x2; range 50 ft; bludgeoning
-20 Sling bullets; 2 SP; 5 lbs
Wand of Cure Light Wounds: 50 Charges; 750 GP
Amulet of Natural Armour +1: 2000 GP
Phylactery of Faithfulness: 1000 GP
Pearl of Power: 1st level; 1000 GP
Scroll of Summon Monster I: 25 GP
Scroll of Summon Monster II: 150 GP
Scroll of Summon Monster III: 375 GP
Cloak of Elvenkind: +5 to Hide; 1 lbs; 2500 GP
Handy  Haversack: 2000 GP
Silver Holy Symbol: 25 GP; 1 lbs
Cleric's Vestments: 5 GP; 6 lbs
Bullseye Lantern: 12 GP
Alchemist's Fire x1: 20 GP
8 Pints of Oil: 8 SP
Riding Dog: 150 GP
Riding Saddle: 10 GP
19 GP

Background: Uriel Tindertwig ("Call me Surefoot.") was born a playing piece. For the god of tyranny, Hextor, sought a new challenge, a new race to lay claim to. The warlike races -- orcs, goblinoids, ogres and the like -- were all too easily swayed to his credo of might makes right. Flightier, humans still tended to flock to his domain whenever times turned against them, while the steadfast dwarves were often all too happy to let warlords rule over them, albeit under different titles.

The elves were a tempting prospect, but they had their own dark deities, whose wrath even he was loath to risk. No, he wanted a people who could be sculpted in his image, a people who had eluded him for the most part but whose cultural longing for society and structure could be turned to his advantage.

He wanted the Halflings.

And so it was that Uriel was born a favoured soul of Hextor, proficient from birth with the flail and with divine magic gifted to him by the six-limbed deity.

Uriel wanted none of it, however, and as he could feel the dark power welling within him he turned to the teachings of his people's own god, Yondalla, for guidance and support. As a cleric of the goddess, he travels the land spreading her teachings and trying to ferret out the roots of tyranny wherever they take hold -- even in himself.
 
Last edited:

Kafkonia

First Post
IcyCool said:
Looks like everyone has their sheet posted except Kafkonia. This is probably a good time to mention that I won't have computer access this Friday or the following Monday, but other than that I should be good.

I'll be out of town for Anime North (the biggest Anime con in Canada) from Thursday to Monday, but I'm staying with a friend so I should be able to check in at least once a day.
 

Rayex

First Post
Ok, all four characters posted. I'll get the game up and running sometime during the next 2-3 days. What I would like from you till then, is working on connections between your characters. What do they think of eachother, how did they get to know eachother etc?
They've been on acventure together. but for how long? What kinds of adventures? Did it go bad, good etc etc.

Good luck!
 

Velmont

First Post
Donnor have been wandering the lands since he is 15, which mean for 13 years now. He had the chance to see a lot of things during that time and have gone to a lot of place, so he can have easily cross teh path of any one of them, or even join them as a full member of the group after his mercenary work (which would be around 8 or 9 years ago).
 

Kafkonia

First Post
I think that Uriel has known Jaqual longer than he has his other companions, because their (comparatively) straightforward pasts seem the most likely to have overlapped fairly early on in their careers. As time has gone on, Uriel has watched Jaqual's burgeoning transformation with cautious interest, wondering what his own heritage (ie Hextor's favour) may have in store for him in the future.

He's a bit self-conscious about being the least intelligent of the group, often feeling out of his depth when the talk turns to subjects such as history or the world of the arcane, and so periodically finds himself running off at the mouth more than he should when in his area of expertise. This has led him to feel his Illumian companion as a bit of a kindred spirit, as they often take turns lecturing one another.

Idea: Adventuring parties often have 5 people in them. Perhaps in a previous adventure we lost one of our companions? This increases the bond our 4 characters have.
 

nonamazing

Explorer
Yanhal gets along well with each of the others, for the most part. He has a habit of pestering Uriel to teach him bits of the halfling language, and likewise tries to engage Jaqual in discussions about Dwarven runes (both of these are languages that Yanhal has not yet mastered, and he has an obsession about learning as many languages as possible).

Yanhal finds Uriel's religious situation interesting, and gives the halfling advice that tends to be very different from what other people say. In Yanhal's opinion, Uriel shouldn't try and defeat or purge the influence of Hextor, but instead find the balance in it. In a similar vein, although Yanhal encourages Jaqual to explore his draconic heritage, he often chidingly reminds him not to ignore his human roots along the way.

Yanhal tends to be more serious with Uriel, and more jovial and lighthearted with Jaqual. He and Jaqual often trade jokes in Draconic (Yanhal has a surprisingly unending supply of 'dirty dragon' jokes), while with Uriel the conversation tends to be a bit more somber and often focused on moral and religious subjects. Yanhal often acts as a devil's advocate in these conversations, arguing in favor of Hextor (not that Yanhal is evil or favors the god of tyranny--he just likes to expose people to differing viewpoints).

Although Yanhal gets along well with Donnor, there is a bit of a rivalry between them. What Yanhal worked so hard to achieve (his broad variety of skills) seems to come all too naturally to Donnor, who knows a little bit of almost everything. On top of that, Donnor's mastery of complex and powerful magic makes Yanhal's own magical talents seem puny in comparison. Because of this, Yanhal is often quick to 'borrow' spells from Donnor whenever the opportunity presents itself and frequently brags when his hard-earned skills acomplish something Donnor could not.

The other characters would not know that Yanhal is not human--he keeps his Illumian heritage a closely guarded secret. What isn't a secret is the fact that Yanhal fled to these lands rather than lead an army in the country he came from. Although he travels far from there these days, a small degree of noteriety still follows him. Occasionally he runs into people who know of his past and call him 'coward' or 'vowbreaker'.

Kafkonia said:
Idea: Adventuring parties often have 5 people in them. Perhaps in a previous adventure we lost one of our companions? This increases the bond our 4 characters have.

I like that idea. But what if instead of bringing us closer, that 5th member actually caused us to distrust one another a little bit more? Say, for example, we had been travelling for quite some time with an elven sorceress, only to discover that she was actually a doppleganger! We drove her out of the party, but the fact that we could have trusted someone for so long without knowing their true nature might have cause some of us to re-think our relationships with one another...
 

IcyCool

First Post
Jaqual gets along very well with his companions, and trusts them with his life.

He admires Donnor's ability with magic, partially for Donnor's skill with it, and partially because Jaqual knows that Donnor's use of such power is tempered with a strong, responsible will. Jaqual has occasionally asked Donnor about mercenary life. While he understands the idea of joining in a fight that isn't his own, he is uncertain why someone would do it purely for financial gain. As far as he is concerned, ones reason for battle should be a grand cause, or a personal one, and money doesn't feel like either of those to him. He often swaps stories and discusses various obscure subjects with Donnor.

Yanhal is the source of much amusement for Jaqual. In exchange for the near-limitless supply of 'dirty-dragon' jokes, Jaqual has been teaching Yanhal his vast repertoire of Dwarven curses and insults. Often, during their discussions of his draconic heritage, Jaqual questions Yanhal's decision to turn down a generalship, urging him to return someday and take up the mantle of leadership. In Jaqual's mind, battle is where the soul is forged, where one's skills are truly tested. As such, he often enjoys sparring with Yanhal.

While Jaqual has known Uriel longer than he has known the others, Uriel is still something of a mystery to him. He doesn't understand why someone would be afraid of his birthright. Jaqual isn't a terribly religious man, and he gets lost fairly quickly when Yanhal and Uriel begin their debates. Still, he enjoys speaking about Uriel's specialty with him, and generally enjoys the halfling's affable personality.

Kafkonia said:
Idea: Adventuring parties often have 5 people in them. Perhaps in a previous adventure we lost one of our companions? This increases the bond our 4 characters have.

nonamazing said:
I like that idea. But what if instead of bringing us closer, that 5th member actually caused us to distrust one another a little bit more? Say, for example, we had been travelling for quite some time with an elven sorceress, only to discover that she was actually a doppleganger! We drove her out of the party, but the fact that we could have trusted someone for so long without knowing their true nature might have cause some of us to re-think our relationships with one another...

I like these ideas. Although I think that Jaqual wouldn't be that suspect of his current companions, given his nature. He'd likely be hurt by the deception, and even mourn the loss of that companion despite what she did.
 

Velmont

First Post
My turn to define more precisely how he sees his companions I think...

Definitly, I think Donnor would have more affinity with Jacqual. Fascinated by the transformation he is going through, he would like to understand it more. That might help him to understand the transformation he want to do and also would help him to understand more the powers he is weilding.

His relation with Yahnal would be a bit odd, as he is both frustrated by the lazyness of the swashbuckler and appreciate his skills and spirit. He would see more Yahnal like his little brother, trying to be patient with him but also try to make him understand that it is not a thing to do to steal his own spells.

His relation with Uriel would be a less friendly, nit because he dislike him, more because he hasn't found much affinity with him. He appreciate his support in there adventures but when it is time to listen to his long discussion about the religion, he is more listening and trying to show interest even if he has little in it.

I like the idea of a fallen companion. Maybe he could have been the leader of the group, and it is for that reason that the group will have some difficulty to coordinate themselves in the first times.
 

Remove ads

Top