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[ooc] Kore | Kingdom of Harmony [terminated]

DrZombie said:
Hey doghead, what's this gestalt thinghy? Can I just take an inkyo monk or a regular one?

The gestalt system basically involves ... oh hell. Give me a minute, I'll just pop over and copy Creamsteaks description ...

Creamsteak said:
As Gestalt is an OGL concept, I present it to you:

Gestalt Characters
In this high-powered campaign variant, characters essentially take two classes at every level, choosing the best aspects of each. The process is similar to multiclassing, except that characters gain the full benefits of each class at each level. If the two classes have aspects that overlap (such as Hit Dice, attack progression, saves, and class features common to more than one class), you choose the better aspect. The gestalt character retains all apsects that don't overlap.

The gestalt character variant is particularly effective if you have three or fewer players in your D&D group, or if your players enjoy multiclassing and want characters with truly prodigious powers. This variant works only if every PC in the campaign uses it, and it results in complicated characters who may overwhelm newer D&D players with an abundance of options.

Building a Gestalt Character
To make a 1st-level gestalt character, choose two standard D&D classes. (You can also choose any of the variant classes in this book, though you can't combine two versions of the same class.) Build your character according to the followign guidelines.
Hit Dice: Choose the larger Hit Die. A monk/sorcerer would use d8 as her Hit Die and have 8 hit points (plus Constitution modifier) at 1st level, for example.
Base Attack Bonus: Choose the better progression from the two classes.
Base Saving Throw Bonuses: For each save bonus, choose the better progression from the two classes. For example, a 1st-level gestalt fighter/wizard would have base saving throw bonuses of Fortitude +2, Reflex +0, Will +2--taking the good Fortitude save from the fighter class and the good Will save from the wizard class.
Class Skills: Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times thsi amoutn at 1st level), and can purchase skills from both the barbariand and bard lists as class skills.
Class Features: A gestalt character gains the class features of both classes. A 1st-level gestalt rogue/cleric, for example, gets sneak attack +1d6, trapfinding, 1st-level cleric spells, and the ability to turn or rebuke undead. Class-and ability-based restrictions (such as arcane spell failure chance and a druid's prohibition on wearing metal armor) apply normally to a gestalt character, no matter what the other class is.

A gestalt character follows a similar procedure when he attains 2nd and subsequent levels. Each time he gaisn a new level, he chooses two classes, takes the best aspects of each, and applies them to his characteristics. A few caveats apply, however.

* Class features that two classes share (such as uncanny dodge) accrue at the rate fo the faster class.
* Gestalt characters with more than one spellcasting class keep track of their spells per day seperately.
* A gestalt character can't combine two prestige-classes at any level, although it's okay to combine a prestige class and a regular class. Prestige classes that are essentially class combinations--such as the arcane trickster, mystic theurge, and eldritch knight-- should be prohibited if you're using gestalt classes, because they unduly complicate the game balance of what's already a high-powered variant. Because it's possible for gestalt characters to qualify for prestige classes earlier than normal, the DM is entirely justified in toughening the prerequisites of a prestige class so it's available only after 5th level, even for gestalt characters.

Basically I was looking for a simple way of creating a Samurai. The basic fighter provided a suitable base but lacked the depth of skills to refect the education and learning of a Samurai. Combining the Fighter with an Expert of Aristocrat seem to provide this without unduely altering the class balance. Combining a Rogue with an Adept seemed to generate a nice Ninja analogue.

While the monk has a fairly good skills set and point allocation (4+Int mod), combining the Monk with an Expert 10 skills of your choice and (6 +Int mod) will allow you to better reflect their life of learning, or whatever.

I'm not familier with the inkyo monk. I'd prefer to stick with the SRD Monk for a couple of reasons. Its available to everyone (including me). And I am interested to see how well the basic classes can be used to create a the setting without having to resort to significant rewriting.

the head of the dog.
 

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I'm interested if there's still room.

Are the mentioned races the only allowed, and which of the races in the second post are "player" races. E.g. I'm assuming players won't be horde members (insert sad face here). Just wondering. I'd love to play in this game, always liked oriental style.
 

Hey Nac Mac Feegle

There are still a number of slots open. Available character races are Human, Ishijin (Dwarf), Kobito (Halfling), Yanagi (ork). There are no 'half' races - ie Halforcs.

gotta dash

cheers.
 

Okay, I think I know my character concept: Berserker Duelist.

I'm having fun with GnG, and realized that I'd lose nothing by essentially playing a rapier barbarian. And plus, it's fun!

I'll post stats sometime tonight. Where do you want them?
 

A Berserker Duelist. Interesting. Do you mean a Yanagi (they are, by default, barbarians)? There aren't really any human barbarian tribes in the Kingdom. A Kobito barbarian could be a possibility. We'd have to work out some sort of background but, humm ... interesting.

I'm not sure about the Rapier. I don't even like it in 'western' settings as it was really a weapon of a much later period when firearms had largely made heavy armour obsolete. A rapier wouldn't do diddly against plate armour.

Anyway, post up a concept and we will see where we are.

the head of the dog.
 


Cannibal, that's fine.

The setting is still very much a work in progress. Here are some ideas I've been considering with regarding the Anzen.

There is an element of rivalry between the Anzen and the Samurai. While the Anzen acknowledge the reional authority of the Daimyos, and do take service with them at times, they hold that their true alliegance is to the Emperor directly (as opposed to the regional Daimyo as is the case for almost all others.)

From what I understand of feudal japan, the sword (katana) was traditionally reserved for the Samurai. In this game I think that the Anzen will also have the right to carry one. But I like the idea that many do not, prefering to make a clear distinction between themselves and the Samurai.

Let me know if you have any thoughts on the above or the Anzen in general. Your character could very well become the architype for the class.

the head of the dog.
 

Well, to answer point by point:

Firstly, I was planning to be human, and not be a "stereotypical" barbarian.

The stats I rolled with how I placed them would be

Str:16
Dex:18 (including +1 from 4th level)
Con: 14
Int: 15
Wis:11
Cha:11

So he's fast and smart as well as strong. I'm spending several of my extra skill points to be literate in three languages. I'm going more for the bloodlust idea, and character who can draw on manic reserves of strength in combat.

As to the rapier, I'd be fine switching it in regards to the era and location (suggestions for a light, piercing weapon would be nice), but I think it would be fairly good. The thing is, in GnG revised, your to-hit also helps your damage, so a char dealing 1d6+7 damage (my char's raging damage) would be dealing 10.5 + however much he beat his opponent by, which would be enough to pierce most armors. Also, I'm betting not everyone will wear full plate. By the way, rapier was just the name I was giving it for lack of anything better. Basically I'm just going for a light (for the duelist class it has to be old style finessable, so light, rapier, or thinblade) piercing weapon.

I'd also give this character maxed out ranks in craft (poisonmaking), many doses of poison, and a maybe blade using the Gehennan Morghuth-Iron stats (-1 to hit and dmg, all attacks are considered poisonous, DC 12, initial damage 1 dex, secondary 1d4 dex). A layered dex/con poisoned blade would seriously decrease my opponent's defence and soak with a couple of light hits, allowing me to go further afterwards.

If that's okay, tell me where to post my character and I'm good to go.
 

Nac,

I see where you are coming from now. The concept doesn't fit into the setting as developed so far, so I'm going to ask you to do some of the leg work on this one. Good thing that you have all that time on you hands.

Thoughts at this point.

Given the japanese cultural emphasis on 'mastery', the Duelist is a nice fit with the Samurai type. So I think that it would be fine to allow the Duelist to use the katana. However, it has a preq of BAB +6, so it won't be available at this point. Given the combined class nature of the prestigue classes, I am going to take Creamsteak's advice and keep restrictions on their use quite tight. Level 5 minimum and can only be combined with NPC classes. ie Duelist/Expert is fine. Duelist/Fighter isn't.

Like the Rapier, I find that the barbarian class can be problematic. 'Barbarian' represents a culture, not a skill set. One can be born a barbarian, or even become one by spending time amoung them. So I've always been dubious about the idea of just 'taking a level in barbarian'. Of course, barbarian in this setting doesn't have to be just a culture (although it is with the Yanagi and possibly the Kobito). We can just make it something else and rename it. So what I am looking for is some idea as to the context of the character/type. A more martial clan of ninja? A ancient (secret even) sect of warriors dedicated to the the old faith (as represented by the druids)? A reactionary sect/ warrior philosophy that emphasises 'loss of control' rather than the traditional 'self control' of conventional teaching. Some combination of the above. An import for the Middle Kingdom is also an option. The Middle Kingdom is much more vast than the Kingdom of Harmony, and much more diverse. But this also carries some potential for social stigma.

An alchemial option could also be a way to obtaining the 'rage' ability. Although it probably wouldn't be something you can pick up in a store. Again, some form of context would be needed.

The Kingdom of Harmony is a fairly lawful society. My initial response is that weilding a poison weapon will be viewed very unfavourably. Using one in a duel with another person, particularly a Samurai would earn you a lot of emnity. It would also probably be considered dishonourable. A big thing in this world. I'm not familier with G-M Iron. (I'm not sure what you mean by a layered dex/con poison - the iron is a dex poison and you would add a con poison?) As I'm not familier with it, its most likely that the iron is not well known in the Kingdom. It doesn't seem particular potent (DC 12), and if the effects are not permament, it could be that he could get away with using it without people knowing it is what it is. But as mentioned, if they do discover its nature you could be in trouble. Of course, using it against 'monsters' would not involve the same complications.

Have a chew over the above and get let me know.

the head of the dog.
 

Hokay, let me see how I can restpond to this.

doghead said:
Nac,

I see where you are coming from now. The concept doesn't fit into the setting as developed so far, so I'm going to ask you to do some of the leg work on this one. Good thing that you have all that time on you hands.

Thoughts at this point.

Given the japanese cultural emphasis on 'mastery', the Duelist is a nice fit with the Samurai type. So I think that it would be fine to allow the Duelist to use the katana. However, it has a preq of BAB +6, so it won't be available at this point. Given the combined class nature of the prestigue classes, I am going to take Creamsteak's advice and keep restrictions on their use quite tight. Level 5 minimum and can only be combined with NPC classes. ie Duelist/Expert is fine. Duelist/Fighter isn't.
so does this mean I only need 5 levels of a class and then I qualify for duelist? And what am I allowed to gestalt my core class to?
doghead said:
Like the Rapier, I find that the barbarian class can be problematic. 'Barbarian' represents a culture, not a skill set. One can be born a barbarian, or even become one by spending time amoung them. So I've always been dubious about the idea of just 'taking a level in barbarian'. Of course, barbarian in this setting doesn't have to be just a culture (although it is with the Yanagi and possibly the Kobito). We can just make it something else and rename it. So what I am looking for is some idea as to the context of the character/type. A more martial clan of ninja? A ancient (secret even) sect of warriors dedicated to the the old faith (as represented by the druids)? A reactionary sect/ warrior philosophy that emphasises 'loss of control' rather than the traditional 'self control' of conventional teaching. Some combination of the above. An import for the Middle Kingdom is also an option. The Middle Kingdom is much more vast than the Kingdom of Harmony, and much more diverse. But this also carries some potential for social stigma.

well, actually making him a refugee from another land would work out nicely with the kind of backstory I have for him. I could give him the Serpent Totem barbarian class represented instead as an esoteric philosophy of combat (give me a day and I'll work that out in a more detailed manner, but I'm thinking the combination of opposites, control of body as in dex, but also loss of control in bloodlust). Also, serpent clan style thing might help with the poison.
doghead said:
The Kingdom of Harmony is a fairly lawful society. My initial response is that weilding a poison weapon will be viewed very unfavourably. Using one in a duel with another person, particularly a Samurai would earn you a lot of emnity. It would also probably be considered dishonourable. A big thing in this world. I'm not familier with G-M Iron. (I'm not sure what you mean by a layered dex/con poison - the iron is a dex poison and you would add a con poison?) As I'm not familier with it, its most likely that the iron is not well known in the Kingdom. It doesn't seem particular potent (DC 12), and if the effects are not permament, it could be that he could get away with using it without people knowing it is what it is. But as mentioned, if they do discover its nature you could be in trouble. Of course, using it against 'monsters' would not involve the same complications.

yes, the layered referred to the inherent iron's poison plus adding a con poison to the blade. Actually it might work for him to be somewhat dishonorable, and of ill-repute. I could make it so that he had to flee the Middle Kingdom after an affair involving a duel with a member of the nobility and allegations of a poisoned blade. If I gestalt him into adept, I was thinking about the possibilities of deliberately using slow poison on your weapon to make the poison take effect later, helping to remove evidence.

So to sum up:

Change "barbarian" to serpent clan/adept from the middle kingdom, possibly a member of a shadowy ninja-like organization.

Character has bad reputation, whispered allegations of poisoning, but nothing proved.

Possible stats for a weapon: Thinsword(insert japanese name here): This weapon is lighter that a traditional Katana with less of an edge, the emphasis being placed on the point. It is used by some groups who favor quick, agile strikes. 1d8 damage, 18-20 threat range, exotic weapon.

I hope that solves things, otherwise, tell me and I'll fix it some more.
 
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