What weapons, classes, races...

Our most current party is using the Gestalt rules from UA and Savage Species.

We have:

Laele Telenna, Drow female [Sorcerer/Favored Soul of Eilistraee] 2
Weapon of Choice: Bastard Sword, Sleep

Vog, Duergar male [Monk/Psion (Kineticist)] 2
Weapon of Choice: Fists, Energy Ray

Dargo, Gnoll male [Ranger/Rogue] 2
Weapon of Choice: Spiked Chain, Scythe

Zamduuk, Goblin [Fighter/Druid] 2
Weapon of Choice: paired Sickles, Light X-Bow fired from the back of his wolf animal companion/mount

The Drow is Chaotic Good, the rest are Chaotic Neutral. Makes for a fun time.
 

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Well,

First the disclaimer - my wife is running me solo - and I have two gestalt characters that push the limits of reasonable.. that way she can just drop down, and use a published module of the approriate level, and the two characters have a chance of surviving. :)

The first is

Goliath
Monk/Fighter gestalt, although the fighter side PrCed into Kensai
Primary mode of attack is unarmed.
Has a Composite (+6 STR) long bow.

He covers for fighter and has the dungeneering rogue skills (Search, Open Locks, Disable Divice)

The second is...(and she is nasty)
Illumian
Cleric/Mage/ and Incarnate/Psion at alternate levels.

And for color (and who need game balance in a solo game) she is PRcing into Cerebremancer / Sapphire Hierach (modified to be "good" not "lawful")
She carries a dagger, but her primary mode of attack is, aside from offensive spells/manifestations, is the Lightning Gauntlet meldshape.


Dunno how much use that would be to anyone else. :)
 

In the not-quite-wrapped up Eberron game with morally ambiguous at best characters I play in...

Human female necromcer (actually started out as a changeling, died, wandered around with us as a ghost for a while, and then found a human body to put her soul into); believes weapons are for people who lack spells and undead minons.

Human cleric of the Blood of Vol who carries a greataxe with a spell storing slot

Dwarf monk

And my warforged artificer who carries around a shock morningstar as his weapon familiar, and whose presense means the bonuses attached to anything the PCs are carrying are subject to change whenever he's got a few free minutes (or action points).
 

Current game I'm playing is quite vanilla w/ weapons:
Human Bard, shortbow and shortsword/shield (me)
Elf Ranger, shortbow and longsword/shortsword
Human Fighter/Cleric, masterwork shortsword and shield
Human Swashbuckler, rapier
Fun game though. Most race-class-weapony event happened when the fighter cleric, who is eighty years old, wielded the party scythe, put on a black cloak, and walked with his bony hands outstretched at a couple of thugs who had kidnapped a redcap in the woods. It didn't really work so well as an intimidation tactic...
 

In our Birthright game:

Dwarven fighter/wizard going into Raumathari Battlemage and Runemage, with a Large Waraxe.

Human rogue/fighter going into Ninja Spy, with a spiked chain.

Dwarven fighter/cleric going into Hammer of Moradin, with a Large warhammer (possibly Maul if the DM lets him use it with HoM).

Human cleric going into Radiant Munchkin of Avani, with a morningstar.

In our Eberron game:

Dwarven straight fighter, with an Adamantine Waraxe

Human paladin/cleric/Fist of Raziel, with a greatsword

Elven ranger/scout/something else, with a double scimitar

Warforged scout rogue/artificer/variant arcane trickster, uses scrolls

Human paladin/warmage/silver pyromancer, uses a staff of fire

Human wizard, uses a staff of some sort

Brad
 

Right now my group has
Elvin Rogue/Wizard (1/4) with spells and a longbow
Human Sorc. 5 with Magic Missile (she mostly does buffing)
Human Cleric 6 with a +1 heavy mace
Gnomish Bard 5 with a +1 Rapier
Human Fighter 6 with a +1 warhammer and a +1 handaxe
Human Druid 5 with a griffon.
 

In the campaign that I play in (homebrew)

Warforged fighter 1 / Warmage 5 - +1 keen greataxe and spells (me)
Human ranger 6 - dual shortswords of truestriking (she only misses on a 1)
Wolf (ranger animal companion) - teeth
Minotaur 6 (savage species monster class) 6 - long sword of truestrike (as per short swords above) or double light crossbows (can hold and fires 2 bolts before reloading) also doing some grappling
Gnome Spellmaster (Advanced Player's Manual from Green Ronin) 3 / Rouge 1 - dart gun primarily
 
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Currently...

Halfling Paladin 16th with a small +1 holy Lance and some sort of magical short longsword
Cleric 3rd/Wizard 3rd/Mystic Theurge 9th with the old +2 flaming Heavy Mace from the Sorcerer, but he's rather using spells
Sorcerer 6th/Incantatrix 10th with her newly aquired +2 holy Greatsword wielded with Master's Touch and metamagicked Orb of Force among other spells
exalted Druid 15th (replacement character for deceased Dwarven Fighter/Rogue) with teeth and claws, I suppose

Sometimes we get assisted by a...

Bard 14th? with a +1 cold Composite Longbow
Centaur Fightress 10th? with a large +1 holy Composite Longbow and a large +1 keen Scythe

Bye
Thanee
 

Most recent session that I was part of (well, I ran it actually):

(these characters are in a heavily house-ruled campaign, but the basic gist of these details will be relevant still)

- Human Cleric with longsword.
- Wild Elf Scout with shortsword, throwing daggers, shortbow.
- Human Fighter with warhammer, handaxe, composite longbow.
- Human Wilderness Rogue (variant from UA) with a (more or less) 'spiked chain equivalent' weapon, whip, net, light crossbow.
 

In the campaign I started yesterday, storyhour possibly forthcoming...
Gnome psion (seer): pistol, light crossbow, quarterstaff and mind thrust.
Half-elf bard: rapier and light crossbow
Human cleric of Azuth: quarterstaff and light crossbow.
Dwarf fighter: dwarven waraxe.
 

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