Ties that Bind - 3.5 Forgotten Realms Gestalt

GSFRumble said:
My bad.

By the by, I was asked to post this so the DM doesn't forget: Is the Called special armor quality acceptable for use? It's from Defenders of the Faith (3.0, I know), but it was never updated with 3.5... Sooo... Maybe Wizards thought it was okay the way it was?

Myself, I don't see what's wrong with it; using a command word to magically don your armor is just plain awesome, and means that Bruggin doesn't always have to clank about looking fearsome.

He has a big heart, really he does.
Generally, not having an update doesn't mean it was okay the way it was. It usually means they didn't want to include it. In this case, it is a very powerful ability that replaces much of the use of the Endurance feat. I probably wouldn't allow it, but I'm guessing gabrion will :)
 

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To answer a few questions

Ok, it was a long day and I wasn't really on here (my apologies), but I'll try to address some of the questions.

chubbell said:
Actually they changed the wieldskill spell in the Players Guide to Faerun to a +5 skill bonus. It's OK if you will not allow this item. The main reason why I wanted it was so I wouldn't have take a whole bunch of knowledge skills for my character. ;}

Sorry, but such an item would be too versatile IMO. As Rystil (and I think someon else) said, +skill items are general a cheesy way of getting good at something. For some skills it makes more sense that others (boots that help you move silently or a cloak that helps you hide), but since ranks in knowledge skills refelect personal study, an item giving bonuses to them wouldn't make sense.

I did mention earlier that I will allow items that give +skill bonus, but you'll have to keep asking on a case by case basis.

Another question for you. I am going to still be an unbodied race for my character and wanted to know if I will need to add the Ghost Touch ability to all of my equipment to make it incorporeal or not?

I was reading in the Libris Mortis book about incorporeal beings in the back of the book and was confused on this point. The text implies that items possessed by an incorporeal being are considered incorporeal as well, but it don't say if this is an automatic benifit or if the item needs the Ghost Touch ability applied to it. This answer would effect how my character will be able to travel through objects while wearing his equipment or not.

I did see the ghostly grasp feat to allow incorporeal beings to interact with physical objects without the Ghost Touch ability, but I'm running low on the number of available feats slots for my character.

Before I can answer that for certain, I was curious where you got the 10% price increase from (which you mentioned in another post). I don't normally play with incorporeal creatures, so I'm not all to familiar with making items for them. If you could tell me where it explains that then I could do a better job of answering your question.

If it is indeed a 10% increase as per the rules, then I will say that you either need to pay that extra 10%, or take the ghostly grasp feat. If you are tight on feats then you may want to look into flaws (if you haven't already done so)

chubbell said:
What about the following magic item?

Magical necklace with the following abilities:
-Enlarge Person (command word) (1,800 gp)
-Mage Armor (command word) (1,800 gp)(1.5)
-Magic Fang (command word) (1,800 gp)(1.5)
-Unseen Servant (command word) (1,800 gp)(1.5)
-Prestidigitation (command word) (1,800 gp)(1.5)
=======================================
Total cost 11,250 gp

Well I'm generally against command word items that work at will, because even if they have a 1 min/lvl duration, you can just speak the command word every 60 seconds to have a continuous effect. I won't allow that, but I will allow you to make such an item that allows the use of those things each 3x/day (reducing the cost as well).

Erudite said:
When generating higher level characters, I have found that many folks end up with a character who would have had limited utility at lower levels if played 'organically'. It is important when making up such characters to achieve a certain verisimilitude. Begin by creating the character level-by-level, then continue by imagining what contributions they would have made to the party as appropriate. How would they get by without the mega-equipment? What would be good spell or power choices for arcane/divine/psionic characters? That kind of thing.

I like the way you think. :)

GFSRumble said:
By the by, I was asked to post this so the DM doesn't forget: Is the Called special armor quality acceptable for use? It's from Defenders of the Faith (3.0, I know), but it was never updated with 3.5... Sooo... Maybe Wizards thought it was okay the way it was?

Myself, I don't see what's wrong with it; using a command word to magically don your armor is just plain awesome, and means that Bruggin doesn't always have to clank about looking fearsome.

Well despite Rystil's faith in my friendly demeanor ;), I'm gonna have to say no to that after thinking about it. My compelling reason is from reading the Order of the Stick, and really, it wouldn't be the same if the cleric guy could just take it off and stow it whenever it was causing problems. Sorry, but I think in this case Wizards left it out of the new books cause they didn't want it there.

On the upside, I can promise that I'm not the kind of DM who takes joy in ambushing all of you whenever you take off your armor. :) However, if you are going to gain all the benefits of walking around in full-plate (like getting chics and what not), you're gonna have to live with a few drawbacks (like not getting any good looking chics).

Rystil Arden said:
I probably wouldn't allow it, but I'm guessing gabrion will.

I do appreciate your faith in me Rystil. ;)
 


Important Update...

Here is the most recent list of applicants and what (if anything) I still need from each person. It looks like a few people have lost interest in the game, but they are still on the list just in case. If you don’t see anything under your entry, that means I have everything I need from you.

“The choosing” will be taking place about 13 hours after this post, so be sure to make any important modifications to your character before that point. I’ve been going over all of these characters carefully and you guys have come up with some great concepts, which make my job of choosing very difficult.

Feel free to keep asking me questions about stuff for this game, but if I put them off until after characters are chose, please don’t be offended. The simple fact is that the real detailed stuff (especially items) wont matter when it comes to choosing characters, but I will be as helpful as possible in that department after people have been chosen.

Updated List of People to Eat
Keia: Psion 7/Fighter 1/Rogue 4//Rogue 4/Fighter 1/Elocator 7

Erudite: Shadow Creature 3/Ranger 6/Horizon Walker 3//Illusionist 5/Shadowcraft Mage 5/Shadow Adept 2

Rystil Arden: Telepath 9/Metamind 3//Monk 2/Cleric 3/Metamind 4/Mystic Wanderer/PoF 2

djrdjmsgrd: Rogue 6/Ranger 3/Monk 3//Ranger 3/Cleric 9 or Rogue 3/Ranger 4/Ninja 5//Bard 11/Rogue 1
Right now you just have the bare bones posted. You should pick which of the characters you like better and add a history along with appearance.

SomeoneP: Ranger 2/Fighter 4/Tempest 5/Exotic Weapons Master 1//Domain Wizards (transmutation domain)

Ferrix: Wizard 5/Incantrix 2/Spellguard 5//Cloisterd Cleric 5/Dweomerkeerper 7
You need to add background.

Shayuri: Druid 5/MoMF 7//Rogue 7/Warshaper 5

Bloodweaver: Rogue 12//Psychic Warrior 5/Invisible Blade 5/Master Thrower 2
I am a little unclear on the exact class progression, so if you could clear it up that would be great. Also background and appearance, although I assume you are still working on this.

Scotley: Rogue 1/Wizard 11//Warlock 11/Rogue 1
I also need background an appearance from you. BTW, did you decide on human or Illumian?

chubbell: Unbodied 10/Telepath 2//Wizard 5/Incantrix 7

kyoni: Rogue 4/Ranger 1/Warshaper 3/Shadowlord 4//Psycic Warrior 5/Elocater 7

Dragoon: Rogue 9/Fighter 3//Wizard 9/Magelord 3
I haven’t heard from you since that first post, so I was wondering if you are still interested. If so I will still need a write-up for Magelord if you want to use it.

GSFRumble: Fighter 6/MCoC 6//Cleric 8/Spellfire Channeler 4
 


Awww, snaps. Oh well. I have the Endurance feat anyhow, and I can cast Silence on myself. Will make a full, extended, shiny new biography complete with appearance in a few moments here; couldn't get to it last night because... well, so far, the lot of you are almost complete strangers, so I'll tell. My girlfriend broke up with me last night, so... yeah, I was a little unable to do anything.

After spending some quiet time this morning crying like a small child who has lost their favorite toy, I'm ready to write. I need the distraction. So, give me a couple-twenty minutes, and I'll have it done and done.
 


Maliq Alzaradi

Calishite Warlock/Wizard with a bit of Rogue

What makes Maliq special? He's an ubbermage with an impressive ability to deal damage from his eldritch blast and a good variety of utility spells and mass damage spells as a Wizard. He has the Charisma and social skills to be an interesting character in non-combat situations as well. He can also serve as trap detector/lock opener in a pinch. From the DM's perspective he should be easy to work into adventures given his desire to champion the downtrodden as well as his desire for wealth and power. His personality should allow for some fun role-playing without spawning any party breaking feuds.

Maliq Alzaradi

[sblock]
Human (Calishite) Warlock/Wizard 12th level Gestalt
Chaotic Good
Experience Points: 68,320

Str 10
Dex 22 (+2level bonus, +6 enhancement bonus)
Con 12
Int 25 (+1 level bonus, +6 enhancement bonus)
Wis 12
Cha 22 (+4 enhancement bonus)

Patron: Mystra
Hit Points: 12d6+12
AC 24, Touch 16, Flat 18
Init +6
BAB +9/+4, Grap +9
Speed 30 (base 30, light armor)
Fort +6(Rat Familiar), Ref +9, Will +8

+9/+4 melee

+11/+6 +2 Light Mace (warlock’s scepter) 1d6 20/x2
+8/+3 MW Jambiya dagger 1d3 1d3 18-20/x2 304gp

+15/+10 Ranged

+18/+13 Eldritch Blast 8d6+2 19-20/x2

Medium, 5'8" tall, 124 wt, 48 yrs old
Brown straight hair, brown eyes, brown skin

Speaks Common, Alzhedo, Elven, Draconic, Celestial, Abyssal

Skills 180 (8x5 Rogue, 10x2 Wizard/Warlock+15 Human+105Int)

Appraise (2+7Int)
Balance (+6Dex+2syn)
Bluff (5+6Cha)
Climb (1+0Str)
Concentration (15+1Con)
Craft- (+7Int)
Decipher Script (7+7Int)
Diplomacy (5+6Cha+6syn)
Disable Device (10+6Dex)
Disguise (+6Cha+2syn)
Escape Artist (+6Dex) ac
Forgery (+7Int)
Gather Information (5+6Cha)
Handle Animal xx (+6Cha)
Heal xx (+1Wis)
Hide (6+6Dex) ac
Intimidate (6+6Cha+2syn)
Jump (5+0Str+2syn) ac
Knowledge (arcana) (6+7Int)
Knowledge (history) (1+7Int)
Knowledge (local) (1+7Int)
Knowledge (planes) (1+7Int)
Knowledge (religion) (1+7Int)
Knowledge (royalty and nobility) (5+7Int)
Listen (9+1Wis)(+2fam)
Move Silently (6+6Dex) ac
Open Lock (12+6Dex)
Perform (+6Cha)
Profession (+1Wis)
Ride xx (1+6Dex)
Search (12+7Int)
Sense Motive (10+1Wis)
Slight of Hand (1+6Dex+2syn) ac
Spellcraft (14+7Int+2syn+2syn-scrolls only)
Spot (8+1Wis)(+2fam)
Survival xx (1+1Wis)
Swim (2+0Str)
Tumble (5+6Dex+2syn) ac
Use Magic Device (14+6Cha+4syn-scrolls only)
Use Rope (+6Dex)

Feats
-Weapon Focus (ranged spells)
-Ranged Spell Specialization
-Precise Shot
-Point Blank Shot
-Improved Critical
-Craft Wondrous Items
-Scribe Scroll
-Combat Casting
-Quicken Spell

Human (Calishite) Traits
-bonus feat at 1st level
-bonus skill points

Warlock Abilities
-Eldritch Blast 6d6 60’ range base
-Detect Magic at will
-Invocations
-Damage Reduction Cold Iron/3
-Deceive Item—can take 10 on Use magic device checks even under pressure
-Fiendish Resilience—fast healing 1 up to 2 min. per day
-Energy Resistance—cold and electricity 5

Wizard Abilities
-Bonus Feats
-Summon Familiar
-Arcane Spell casting

Rogue Abilities
-Sneak Attack 1d6
-Trapfinding
-Evasion

Warlock Invocations
-Eldritch Spear EB has 250’ range
-Hideous Blow EB as part of single melee attack
-Dark one’s own luck Add Cha bonus to one type of save
-Fell Flight Fly speed 30’ with good maneuverability
-Entropic Warding as entropic shield plus pass without trace and cannot be tracked by scent
-See the Unseen Darkvision 60’ plus see invisible
-Vitriolic Blast EB is acid and persists for 2d6 for 2 rounds

Arcane Spells Prepared Save DC: 10+7+Level of Spell
0th-
1st-
2nd-
3rd-
4th-
5th-
6th-
[/sblock]

Appearance/Personality: Maliq is a slight physically unimpressive man. He has dark brown slightly curly hair worn long, but normally covered by a keffiyeh. His dusky brown skin is clean-shaven. He has modestly handsome features, but his smoky brown eyes are his most striking feature. He moves with a wiry grace, yet a certain haughty languor. When he speaks his voice is stronger and more commanding than might be expected from his slight form. He has a trace of Alzhedo accent regardless of the language he is speaking. He wears loose fitting robes of fine fabric over a chain shirt of odd crystal flecked steel. A scarlet cloth strip marked with arcane symbols hangs about his nexk and down to the level of his knees. His feet are normally clad in silk slippers or soft kidskin boots. In the northern climes he wears a heavy fur lined cloak over the robes. He wears a light mace with a demon skull design head and an odd hooked Jambiya dagger.

Maliq is a bit of a contradiction, he values independence and freedom above all else, yet he can’t quite shake the ideas of his background. He was raised as part of a rigid caste system in a society where women were second class citizens and those of other races were to be distained as inferior. His own people were in the minority in his homeland of Tethyr, where a feudal society dominated. He also has the Calishite love of ease and wealth, but works hard in the pursuit of magic and power. By training, he is gracious and outgoing with those he considers to be of worthy station, while those of lesser status are accorded little notice and this of higher station stiff formality. For all that his chaotic nature can make his relations with other unpredictable and an innate goodness leads him to champion the oppressed and downtrodden.

History/Background: Maliq was born to a Calishite family in Tethyr. His father was a military officer while his mother was a merchant. Maliq was a defiant child who’s parents were rarely home. He was a trial to his tutors and often slipped away to roam the lawless streets of Zazesspur during the years of civil war. He loved the different cultures and variety of peoples so different from his own highly structured life. During an altercation with street toughs he discovered the power of the eldritch blast, a gift of some long forgotten ancestor of the nether planes. His discovery of this power changed him. He had been a physically weak child and thus easily bullied. With his newfound power came a new sense of self. He became much more confident and independent. His parents, not really understanding the source of his power sought tutors in Wizardry. Being a bright lad, Maliq grew to understand traditional Arcane magic as well as his own Warlock powers. At this point Maliq, like all good Calishites was expected to marry and a suitable arrangement was made by his parents. Maliq fled his parent’s home and sought a girl he thought he loved, but he was beneath her station and at the last minute she backed out of their planned elopement. Maliq left Tethyr and lands where Calishite caste structure was common to avoid the disgrace. He traveled far and wide seeking to further his knowledge, power and wealth. He found adventures and political intrigues suited his talents and temperament. Maliq could never bring himself to labor in a traditional profession. He was never able to reconcile with his father or siblings, who did not survive the civil wars. In recent years he has regained contact with his aged mother and there is peace between them. He visits her regularly, but continues his nomadic life. He is currently in Silverymoon studying with an Elven Archmage.

[sblock]
+4 Blended Quartz Chain Shirt 27,100gp
Rod of Splendor 25,000gp
Chasuble of Fell Power 9,000gp 720exp
Glove of Dexterity +6 18,000gp 1440exp
Hand of the Mage 450gp 36exp
Headband of Intellect +6 18,000gp 1440exp
Belt of Many Pockets 550gp 44exp
Warlock’s Scepter 28,000gp
Wand of Cure Light Wounds 750gp

Bedroll (belt) 1 sp
Blanket, winter 5 sp
Belt pouch x1 1 gp
Candle x6 6cp
Flint and Steel 1 gp
Waterskin-water (belt) 1 gp
Trail Rations-4 days (belt) 2 gp

Masterwork Thieves’ Tools 150gp
Sun Rodx2 4 gp

Coins- 6989gp, 13sp, 4 cp (pouch)

Familiar
“ “ Rat

Size/Type:
Tiny Animal
Hit Dice:½ master’s hp
Initiative:+2
Speed:15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class:19 (+2 size, +2 Dex, +5 natura), touch 14, flat-footed 17
Base Attack/Grapple:+9/+4 /-3
Attack:Bite +13 melee (1d3-4)
Full Attack:Bite +13/+8 melee (1d3-4)
Space/Reach:2½ ft./0 ft.
Special Attacks:—
Special Qualities:Low-light vision, scent
Saves:Fort +2, Ref +4, Will +1
Abilities:Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: or as master which ever is better
Balance +10, Climb +12, Hide +16,
Move Silently +12, Swim +10

Feats/Familiar Abilities:
Stealthy, Weapon Finesse
Alertness, improved evasion,
share spells, empathic link
Deliver touch spells
Speak with master
Speak with animals of its kind
Int:11
Natural Armor Bonus +5
Spell resistance

Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
[/sblock]
 
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Thanks, Erudite. I'll get over it... it's not entirely something I've never felt before, so, I'll deal. As it is, I have a bio to finish, but I'm surprised with how much detail I wanted to put into his appearance.

And if you talk to me on MSN, yeah, I might be a little unstable... I'm trying really hard, and I think I'll be okay by tomorrow. I'm okay right now too, just... by tomorrow, I shouldn't have any problems with say, randomly starting to cry during conversations... *raises an eyebrow* But thanks, mate. I'm getting better.

EDIT: Before I forget, question for Gabrion: since Bruggin has trained extensively with heavy armors (Heavy Armor Optimization, Greater Heavy Armor Optimization), would it be safe to say that, given a few moments, he can don his armors unattended? I know you said not to worry about it, but I like little details.
 

gabrion said:
Before I can answer that for certain, I was curious where you got the 10% price increase from (which you mentioned in another post). I don't normally play with incorporeal creatures, so I'm not all to familiar with making items for them. If you could tell me where it explains that then I could do a better job of answering your question.

If it is indeed a 10% increase as per the rules, then I will say that you either need to pay that extra 10%, or take the ghostly grasp feat. If you are tight on feats then you may want to look into flaws (if you haven't already done so)

Well I'm generally against command word items that work at will, because even if they have a 1 min/lvl duration, you can just speak the command word every 60 seconds to have a continuous effect. I won't allow that, but I will allow you to make such an item that allows the use of those things each 3x/day (reducing the cost as well).

And of course when I try to find the rule about adding 10% for ghost touch equipment I can't seem to find it. My character will need to have the ghost touch ability (+1 2000 gp) added to each magic item he has if that's alright. Otherwise the first time he tries to go through a door or solid object his equipment will be stuck on the other side of the object.

Wizards of the Coast wrote some articles in the Rules of the Game section about Incorporeality. Hear are the web links.

http://www.wizards.com/default.asp?x=dnd/rg/20040914a
http://www.wizards.com/default.asp?x=dnd/rg/20040921a
http://www.wizards.com/default.asp?x=dnd/rg/20040928a
http://www.wizards.com/default.asp?x=dnd/rg/20041005a
http://www.wizards.com/default.asp?x=dnd/rg/20041012a
http://www.wizards.com/default.asp?x=dnd/rg/20041019a

Incorporeal beings are talked about in the 3rd and 4th article web link above.

I'll also rework my necklace to have spells 3/day instead of as a command word.

Necklage of Spells
-Enlarge Person 3/day (1080 gp)
-Kaupaer's Skittish Nerves 3/day (1080 gp)(1.5)
-Magic Fang 3/day (1080 gp)(1.5)
-Unseen Servant 3/day (1080 gp)(1.5)
-Prestidigitation 3/day (540 gp)(1.5)
=============================
Total cost 6750 gp
 

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