Ties that Bind - 3.5 Forgotten Realms Gestalt

Hee...yeah, it was me you made this comment to before. His Con used to be 22 in his human form. I deducted 6 points from that and spread it out between his mental stats. I'm reluctant to do too much more twiddling, and I'll show you why.

Current Physical Stats:
Str 13
Dex 12
Con 16

Those are including +4 to Str and Con though, from Warshaper...and that comes fairly late level. This means for most of his career, even before he can easily shapechange the way he can now, his stats are:

Str 9
Dex 12
Con 12

This feels kinda rock bottom to me, for a character that eventually rose to fairly high level. It's not like a PC can readjust his stats on reaching level 12 to suit high level perfectly. You have to struggle through 1-11 first. :)

I suppose I could reduce Dex a bit. But reducing Dex 2 points would only give me 15 skill ranks to spend on other skills. I suppose I could just spend it on Search, and depend on powers and so on to disable or bypass traps once found. Course, I'd need some Open Lock too. But maybe an item that boosts one or both of those skills would help make up for crappy ranks...hmmm...

I'll play with it some and see if I can't come up with a decent adjustment that can take care of locks and at least -detect- traps. If I can squeeze in some decent Disable Device, I will. Revisions will be indicated.

Thanks for the input!
 

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I'm not done with Cassandra yet, but here's what I have for skills, if it helps--

Skills (147-147):
Autohypnosis +19 (15 ranks, +2 Con, +2 Synergy)
Bluff +21 (15 ranks, +6 Cha)
Concentration +17 (15 ranks, +2 Con)
Diplomacy +30 (15 ranks, +6 Cha, +6 Synergy, +3 Psicrystal)
Gather Information +23 (15 ranks, +6 Cha, +2 Synergy)
Knowledge [Arcana] +21 (13 ranks, +8 Int)
Knowledge [Dungeoneering] +9 (1 rank, +8 Int)
Knowledge [History] +9 (1 rank, +8 Int)
Knowledge [Local] +13 (5 ranks, +8 Int)
Knowledge [Nature] +11 (3 ranks, +8 Int)
Knowledge [Nobility&Royalty] +13 (5 ranks, +8 Int)
Knowledge [The Planes] +13 (5 ranks, +8 Int)
Knowledge [Psionics] +11 (1 ranks, +8 Int, +2 Synergy)
Knowledge [Religion] +9 (1 ranks, +8 Int)
Listen +8 (0 ranks, +6 Wis, +2 Alertness)
Perform +9 (3 rank, +6 Cha)
Profession [Herbalist] +9 (3 ranks, +6 Wis)
Psicraft +10 [+12 vs Telepathy] (2 ranks, +8 Int)
Sense Motive +21 (15 ranks, +6 Wis)
Spellcraft +11 (1 ranks, +8 Int, +2 Synergy)
Spot +8 (0 ranks, +6 Wis, +2 Alertness)
Survival +6 [+8 on the Planes] (0 ranks, +6 Wis, [+2 Synergy on the Planes])
Tumble +14 (13 ranks, +1 Dex)
 

Erudite--you paid for scrolls to scribe spells in your book, and you could have gotten those spells significantly cheaper--it costs 50 gp x spell level according to page 179 of the Player's Handbook, and you were paying thousands ;)
 

Thanks very much for choosing me :-)

And also thanks to all the competitors, I'm sure it was a tough choice for gabrion.

I'll update my character with skills tonight, in the rogues thread.
 

I can't help but love how Rystil's character's armor class comes in four grades:

-Unbuffed
-Minimally buffed
-Casually buffed
-Fully buffed

I especially love the grade "Casually Buffed"... since it tops out at 46. 16 higher than Bruggin's "Unbuffed" stage.

In fact, I don't think there are many cleric spells for increasing AC, and as it were, most of Bruggin's spells right now only increases his strength and attack bonuses for combat. (Divine Power for the win!)

I suppose he doesn't really need super high AC though, considering that four times a day, for a period of 1d4+1 rounds, he gets a +14 bonus to his Strength modifier...
 

Hello again,

I think then our tactics may be that Cassandra roots down with high AC and some damage-dealing constructs (preferable huge), while Corund (from the shadows) tosses Black Tentacles, Acid Fogs, and Illusions to control the field. The constructs can grab anyone who escapes the EBT or Fog and toss them back in. Jonas can have fun either tanking or acting as a custom-build homing device against especially dangerous NPCs. Against flying creatures, the same tactics, as the constructs can grab flyers and toss them into the EBT and Fog.

If there are lone targets, some of Corund's phantasms work quite well against low Will types. He can boost his AC using Draconic Polymorph, but would rather keep his racial abilities, and frankly a 50% miss chance is better than high AC, exp. when paired with invisibility.

Corund would make the ideal scout, except when it comes to magical traps. OTOH, his skill saves are quite good, and he does have evasion and high movement. His perceptual skills are high across the board. He makes an excellent guard and infiltrator.

I'll keep the W of CLW just in case Cassandra is below 0 hit points and needs some help. It is cheap enough.

Rystil, I'll keep pp.179 in mind and readjust the cost. House rules from the past come back to haunt me.
 

GSFRumble said:
In fact, I don't think there are many cleric spells for increasing AC, and as it were, most of Bruggin's spells right now only increases his strength and attack bonuses for combat. (Divine Power for the win!)

I suppose he doesn't really need super high AC though, considering that four times a day, for a period of 1d4+1 rounds, he gets a +14 bonus to his Strength modifier...

Even with only our characters we have enough melee power to waste a tank in a round. I can help with your AC with polymorph, and also help with party defense with Improved invisibility, Displacement and Mass fire shield. Would be good if you prepare one or two defensive spells: I have Protection against energy, but a Mass resist energy would be great. Your character isn´t very mobile, I think, but that shouldn´t be a problem with the other two of us able to dimension door and teleport all over the place.

We are only short in scouting and diplomacy, but Kyoni can fix that depending on how he uses his skill points. Elocater gives a lot of them.
 
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Shayuri said:
Hee...yeah, it was me you made this comment to before. His Con used to be 22 in his human form. I deducted 6 points from that and spread it out between his mental stats. I'm reluctant to do too much more twiddling, and I'll show you why.

Current Physical Stats:
Str 13
Dex 12
Con 16

Those are including +4 to Str and Con though, from Warshaper...and that comes fairly late level. This means for most of his career, even before he can easily shapechange the way he can now, his stats are:

Str 9
Dex 12
Con 12

Please forgive my intrusion here, I have been watching this game for a while and was interested in what people could come up with.

I wanted to point out the drawback most people are unaware of about the Warshaper. On page 90 of the Complete Warrior, Between the Class Features heading and Weapon and Armor Proficiency is a small paragraph:

All of the following are class features of the warshaper prestige class. The class features function only when the warshaper is in a form other than her own (which for a doppelganger and phasm warshaper is most of the time)

Listing the bonus you get for warshaper in your base stat block seemed to indicate you were not aware of that (as you don't get the bonus when you have those stats).

Again, sorry for the intrusion, hope you guys have a great game.
 

Ah ha! Actually, I had heard that, Wrahn, but on reading the class description I didn't see that little paragraph, so I dismissed it as netrumor(tm).

Not that it's a HUGE deal, since I can avoid my natural form like the plague, but it's very worthwhile to note. Thanks!
 

@shayuri-My apologies, I couldn't remember if we had talked about that before and I didn't realize the stat block you were showing included the warshaper bonuses. However, as Whran pointed out (and thx for stopping by whran), the bonuses only applyin while you are in another form (which for you means wildshaping). Luckily you can do this all day long, but keep in mind that if you are wildshaping into a "human" form in order to keep up the +4 Str and Con, your abilities actaully chage to match the average human.

As for the skills, I was just thinking that with you being the only one who could find magical traps, search and disable devices may be good and lockpick could serve you as well. Then again, with fast healing I suppose you could just invest enough in search to find the traps, and then just run over them and hope you don't die. ;)

@All-I have a meeting to prepare for today, which is taking up most of my time, but I hope to give your characters the first of several looking overs later tonight. Don't worry if all the details aren't done, I'll just be commenting on what you have.
 

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