the Accord

Is a gestalt druid restricted to non-metal armour or can they use any (metallic) armour that the opposite class can use?

Well, technically a druid CAN wear metal armor, they just get neutered if they do. As far as I can tell, your question is akin to, "Will I suffer ASF for wearing heavy armor if my opposite class can wear it?" I'm not accusing your of being obtuse though. It just seems that the answer will be, "Yes, you will still suffer the penalties to Druid special skills and abilities due to using metal armor" as the Complete Divine PrC Geomancer allows one to mix and match spellcaster prerequisites(thus casting Arcane spells with no ASF and sharing an ability score if you'd like), but still must abide a Druid's "Non-armor" taboo.

Though, Kisuke can rule as he chooses, obviously, just tossing in my two coppers.
 

log in or register to remove this ad

Questions for Kisuke:
Starting gold is max gold for the higher of two classes?
Is HP max HP per die?
Are Barbarian variants in the SRD allowed?
Are Flaws allowed?
 
Last edited:

Well, technically a druid CAN wear metal armor, they just get neutered if they do. As far as I can tell, your question is akin to, "Will I suffer ASF for wearing heavy armor if my opposite class can wear it?" I'm not accusing your of being obtuse though. It just seems that the answer will be, "Yes, you will still suffer the penalties to Druid special skills and abilities due to using metal armor" as the Complete Divine PrC Geomancer allows one to mix and match spellcaster prerequisites(thus casting Arcane spells with no ASF and sharing an ability score if you'd like), but still must abide a Druid's "Non-armor" taboo.

Though, Kisuke can rule as he chooses, obviously, just tossing in my two coppers.
This seems fair enough. Leather armor it is.
 

My character concept has been kind of nerfed. I was planning to do a cleric / wizard with some specialization in divinatory powers but Kisuke told me most divinations don't even work in this world. So instead I am going to play a fighter / wizard able to mix it up in melee with armored mage if that is OK with him. I already sent a PM so just waiting on a response. I saw that we already have a druid so at least we will have some healing. If nothing else, maybe Kisuke will let me get a cohort healer or cleric down the line.
 

My character concept has been kind of nerfed. I was planning to do a cleric / wizard with some specialization in divinatory powers but Kisuke told me most divinations don't even work in this world. So instead I am going to play a fighter / wizard able to mix it up in melee with armored mage if that is OK with him. I already sent a PM so just waiting on a response. I saw that we already have a druid so at least we will have some healing. If nothing else, maybe Kisuke will let me get a cohort healer or cleric down the line.

I'm not exactly sure what Kisuke meant by the fact that divinations don't work.

Any campaign has the potential to take any twist and turn, so divinations didn't exactly sound any more or less useless to me, but if he doesn't want/like them, I suppose that's reason enough. Whatever is fun for you, ;)

My character is mostly finished, I haven't decided on a feat though.
 

He told me in a PM that the gods don't answer divinations about the future. Even though I would be playing a cleric devoted to an ideal, I took that to mean that lots of the divination spells I was planning on being able to cast would be practically worthless. I know there are limitations to divinations, but it sounds like Kisuke wants to place even more. That's all well and good; it's his game. But I was building a character concept around divinations. So my character wasn't going to be of much use.
 


Here's my char Kisuke. Lemme know if you have any problems with it and i'll fix it on monday as i don't have a comp at home at the moment due to some harddrive issues.

[sblock]
Code:
Gestalt Ranger/Fighter
Age: 25 
Height: 3'00"
Weight: 32lb
Eyes: Large Black
Hair: Shaggy Brown
Skin: Tanned
 
Name: Lyre Brushrunner
Class: Ranger/Fighter
Race: Halfling
Size: Small
Gender: Male
Alignment: Chaotic Good
 
Str: 15 (17-2) +2 Level: 1 XP: 0
Dex: 18 (16+2) +4 BAB: +1 HP: 9 (1d10+2)
Con: 15 (15) +2 Grapple: -2 (0+2-4) Dmg Red: -
Int: 14 (14) +2 Speed: 20 ft Spell Res: -
Wis: 18 (18) +4 Init: +4 Spell Save: +4
Cha: 13 (13) +1 ACP: -2 Spell Fail: -
 
Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +4 +1 +4 +1 20 
Touch: Flatfooted: 
 
Base Mod Misc Total
Fort: 2 +2 +1 +5
Ref: 2 +4 +1 +7
Will: 0 +4 +1 +5
 
Weapons: Attack Damage Critical
 
Languages: Halfling, Common, Orc, Elven 
Racial/Class Traits:
+2 Dexterity, –2 Strength
Small: +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4
size bonus on Hide checks, smaller weapons, lifting and carrying limits 
are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear. Stacks with the +1 bonus 
on saving throws in general
+1 racial bonus on attack rolls with a thrown weapon and slings
+2 racial bonus on Listen checks
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, 
Gnome, Goblin, and Orc. Smart halflings learn the languages of their friends
and their enemies.
Favored Class: Rogue. 
Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light/Medium/
Heavy Armor Proficiency, Exotic Weapon Proficiency (Warsling & Skiprock),
Favored Enemy Human, Track, Wild Empathy, Improved Initiative, Rapid 
Reload (Slingshot)
 
Skill Points: 32 Max Ranks: 4/2
Skills: Ranks Mod Misc Total
Climb 2 +2 +2 6
Handle Animal 4 +1 5
Heal 2 +4 6
Hide 2 +4 +4 10
Jump 2 +2 +2 6
Listen 4 +4 +2 8
Knowledge (nature) 2 +2 4
Move Silently 2 +4 +2 8
Search 2 +2 4
Spot 4 +4 6
Survival 2 +4 6
Swim 2 +2 4
Use Rope 2 +4 6
Equipment: Cost Weight 
Explorer's Outfit - -
Warsling 25 gp 1 lb 
Skiprocks(5) 15 gp 1.25lb 
Sling bullets(20) 0.2gp 5 lb 
Scimitar 15 gp 2 lb 
Chain Shirt - Masterwork - 12.5 lb 
Buckler 15 gp 2.5 lb 
Dagger 2 gp 0.5 lb 
Kukri 8 gp 1 lb 
Guard Dog (Gwynn) 25 gp - 
-Saddlebags 4 gp 8 lb
-Meat, chunk(10) 3 gp 5 lb
-Rope, silk 10 gp 5 lb
-Sunrod(2) 4 gp 2 lb 
-Grappling Hook 1 gp 4 lb
-Sack 0.1gp 0.25lb
TOTAL 24.25lb 
Guard Dog (Trask) 25 gp -
-Barding, Studded Leather 50 gp 20 lb
TOTAL 20 lb
Backpack 2 gp 1 lb 
Bedroll 0.1gp 2.5 lb 
Fishhook 0.1gp - 
Belt Pouch 1 gp 0.25lb 
Rations (2) 1 gp 0.5 lb 
Flint and Steel 1 gp - 
Waterskin(2) 2 gp 2 lb 
-------------------------------------------------
209.5gp 32.5 lb 
Remaining Gold: 30 gp 5 sp
 
Lgt Med Hvy
Max Weight: 49.5 99.75 150
[/sblock]
 

Here's what I have for Arok so far. I wasn't sure how HP and such was determined, so I left that blank for now. Also wasn't too sure on the setting and have not decided on the extra two langauges.

Code:
[B]Name:[/B] Arok Morenga
[B]Class:[/B] Totemist|Barbarian
[B]Race:[/B] Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] None

[B]Str:[/B] 18 +4            [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 17 +3            [B]BAB:[/B] +1         [B]HP:[/B] XXX (XdX+XX)
[B]Con:[/B] 18 +4            [B]Grapple:[/B] +5     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2            [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 13 +1            [B]Init:[/B] +3        [B]Spell Save:[/B] +2
[B]Cha:[/B] 13 +1            [B]ACP:[/B] -6         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +2    +3    +0    +0    +0    19
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +4          +6
[B]Ref:[/B]                       2    +3          +5
[B]Will:[/B]                      0    +1          +1

[B]Weapon                  Attack   Damage     Critical[/B]
Greataxe                  +5     1d12+6     20-20x3
Dwarven Waraxe            +5     1d10+4     20-20x3
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Dwarven (2 bonus Languages)

[B]Abilities:[/B] 
[i]Barbarian[/i]
Fast Movement (Ex)
A barbarian’s land speed is faster than the norm for his race by +10 feet. 
This benefit applies only when he is wearing no armor, light armor, or medium armor
and not carrying a heavy load.  Apply this bonus before modifying the barbarian’s speed 
because of any load carried or armor worn. 

Rage 3/day

Illiteracy

[i]Totemist[/i]
Wild Empathy (Ex): As the druid class ability; see page 35 of the Player's Handbook. 
You gain a +4 bonus on wild empathy checks made to influence the reactions of 
magical beasts of the same kind as the beast associated with the soulmeld bound
to your totem chakra. Thus, if you have a basilisk mask bound to your totem chakra, 
you gain the bonus on checks made to influence basilisks.

Illiteracy

Can meld 2 soulmelds per day, has 1 essentia

[i]Dwarf[/i]
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor
or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only,
but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework,
such as sliding walls, stonework traps, new construction (even when built to match the old), 
unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that 
is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual 
stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to
find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground
as naturally as a human can sense which way is up.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground 
(but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type.
Any time a creature loses its Dexterity bonus (if any) to Armor Class,
such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

[B]Feats:[/B] 
Extra Rage

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Knowledge: Nature          2    +2          +4
Knowledge: Arcana          1    +2          +3
Knowledge: The Planes      1    +2          +3
Listen                     2    +1          +3
Spot                       3    +1          +4
Spellcraft                 1    +2          +3
Survival                   1    +1          +2
Handle Animal              1    +1          +2
Climb                      4    +4    -6    +2
Jump                       4    +4    -6    +2
Swim                       4    +4    -12   -4

[B]Equipment:               Cost  Weight[/B]
Scale Mail               50gp   30lb
Greataxe                 20gp   12lb
Dwarven Waraxe           30gp   08lb
Heavy Steel Shield       20gp   15lb

[B]Total Weight:[/B]65lb      [B]Money:[/B] 40gp XXsp XXcp

                           [B]Light   Medium   Heavy  Lift  Push[/B]
[B]Max Weight:[/B]               100   101-200   201-300   600   1,500

[B]Age:[/B] 35
[B]Height:[/B] 4'8"
[B]Weight:[/B] 210lb
[B]Eyes:[/B] Brown
[B]Hair:[/B] Brown
[B]Skin:[/B] Lightly Tanned
Appearance: XXXX

Background: XXXX
 

Here is the first pass for Whildman. Still to do is Animal Companion and Druidic Spells.

Code:
[B]Name:[/B] Fáelán
[B]Class:[/B] Wilderness Rogue/Druid (1)
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] 
 
[B]Str:[/B] 14 +2            [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 17 +3            [B]BAB:[/B] +0         [B]HP:[/B] 10 (1d8)+2
[B]Con:[/B] 15 +2            [B]Grapple:[/B] +2     [B]Dmg Red:[/B] 
[B]Int:[/B] 16 +3            [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 18 +4            [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 13 +1            [B]ACP:[/B] +0         [B]Spell Fail:[/B] 0%
 
                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +3    +0    +0    +0    13
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 10
 
                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2    +0    +4
[B]Ref:[/B]                       2    +3    +0    +5
[B]Will:[/B]                      2    +4    +0    +6
  
[B]Weapon                  Attack   Damage     Critical[/B]
Crossbow, Hand            +3     1d4        19-20/x2 30'
Crossbow, Heavy           +3     1d10       19-20/x2 12'
Dagger                    +2     1d4+2      19-20/x2
Dagger (Thrown)           +3     1d4        19-20/x2 10'
Rapier                    +2     1d6+2      18-20/x2
  
[b]Languages:[/b] Common, Druidic, Elven, Goblin, Sylvan
 
[B]Abilities:[/B] Animal Companion, Nature Sense, Sneak Attack,
Spontaneous casting - Summon Nature's Ally, Trapfinding,
Wild Empathy, Wild Shape

 
[B]Feats:[/B] Armor Proficiency (Light), Armor Proficiency (Medium),
Combat Casting, Shield Proficiency, Simple Weapon Proficiency, Stealthy
 
[B]Skill Points:[/B] 48 [32 (Rogue), +12 (int), +4 (human)]
[B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      4    +2    +0    +6
Concentration              4    +2    +0    +6
- (Cast defensively)       4    +2    +4    +10
Heal                       4    +4    +0    +8
Hide                       4    +3    +2    +9
Listen                     4    +4    +0    +8
Move Silently              4    +3    +2    +9
Open Lock                  4    +3    +0    +7
Ride                       4    +3    +0    +7
Sense Motive               4    +4    +0    +8
Spot                       4    +4    +0    +8
Survival                   4    +4    +0    +8
Tumble                     4    +3    +0    +7
 
[b]Equipment                               Qty Weight Cost[/b]
Backpack                                 1   2      2
- Bedroll                                1   5      0.1
- Blanket (Winter)                       1   3      0.5
- Crossbow, Hand                         1   2      100
- Oil (1 Pt. Flask)                      2   1      0.1
- Lantern (Hooded)                       1   2      7
- Waterskin (Filled)                     1   4      1
Bolts, Crossbow (10)                     1   1      1
Crossbow, Heavy                          1   8      50
Dagger                                   2   1      2
Masterwork Rapier                        1   2      0
Explorer's Outfit                        1   0      0
Pouch (Belt)                             1   0.5    1
- Candle                                 1   0      0.01
- Chalk (1 piece)                        1   0      0.01
- Thieves' Tools                         1   1      30

[B]Total Weight:[/B] 34.5lbs.      [B]Money:[/B] 3gp 1sp 8cp
 
                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               58   116   175
 
[B]Age:[/B] 25
[B]Height:[/B] 5' 11"
[B]Weight:[/B] 205 lbs.lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown / Shaved
[B]Skin:[/B] Sun-Tanned
Appearance:
Background:
 
Last edited:

Remove ads

Top