Gestalt D&D 3.5

Started by ulthakptah, December 12, 2010, 06:24:59 PM

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Xillen

#100
Quote from: ulthakptah on December 13, 2010, 03:36:47 PM
If your interested you could do the flaw thing on page 91 of unearthed arcana for an extra feat, and If you really need more feats we could do feats like pathfinder so it's at every two levels instead of three.

I guess Flaws like Murky-Eyed or Shaky would not be permitted for a Melee oriented character?

Also, I'm going for Paladin6/Cloistered Cleric 5 due to the level adjustment. Would that mean I have to use Paladin as the class that gives 4x skills at level 1?

ulthakptah

Quote from: Zaer Darkwail on January 10, 2011, 04:32:41 PM
Exactly 924. Almost 14K.
Quote from: Xillen on January 10, 2011, 04:34:12 PM
I guess Flaws like Murky-Eyed or Shaky would not be permitted for a Melee oriented character?
both are fine. what's 1k, I gave one of the player (who left) a +5 manual of gainful exercise for Christmas, and isn't it natural for a person bad at ranged combat to fight up close?

Xillen

Shaky it is then.

Also, I'm going for Paladin6/Cloistered Cleric 5 due to the level adjustment. Would that mean I have to use Paladin as the class that gives 4x skills at level 1?

ulthakptah

Quote from: Xillen on January 10, 2011, 04:39:50 PM
Shaky it is then.

Also, I'm going for Paladin6/Cloistered Cleric 5 due to the level adjustment. Would that mean I have to use Paladin as the class that gives 4x skills at level 1?
yes that is exactly what it means.

Zaer Darkwail

Well, he asked about the flaw because some GM's rule example any flaws which reduce attack rolls in ranged and close combat for casters example. As they do not feel much of flaws at all for casters while for people who use those rolls more often they would be.

Anycase posted my char already in OOC section of your game so tell me when I enter in if my charsheet/background is okay.

ulthakptah

Quote from: Zaer Darkwail on January 10, 2011, 04:41:34 PM
Well, he asked about the flaw because some GM's rule example any flaws which reduce attack rolls in ranged and close combat for casters example. As they do not feel much of flaws at all for casters while for people who use those rolls more often they would be.

Anycase posted my char already in OOC section of your game so tell me when I enter in if my charsheet/background is okay.
You're fine I'll have all the new people come together on a boat that came in this game day.

Xillen

How does Turn Undead work when both my classes have it? I guess since I have it as a Cloistered Cleric, I do not get it as a Paladin as well?

ulthakptah

Quote from: Xillen on January 10, 2011, 04:55:30 PM
How does Turn Undead work when both my classes have it? I guess since I have it as a Cloistered Cleric, I do not get it as a Paladin as well?
yep

Zaer Darkwail

Quote from: ulthakptah on January 10, 2011, 04:46:28 PM
You're fine I'll have all the new people come together on a boat that came in this game day.

Ahaa, okay. Give note when you make such entrance post.

Xillen

Hmm, just checked. I thought Going Aasimar would be cheap, but I lose:

1 bonus feat
25 skill points
1 cleric caster level

Oh well, it befits the character :)

Xillen

Would the following work? I need to check on the OOC and perhaps the IC thread for background, and I gotta find an image that fits him.

Player: Xillen
Name: Candalor Sunspeaker
Gender: Male
Race: Aasimar

Class: Paladin/Cloistered Cleric
Level: 6/5
Alignment: Lawful Good
Patron Deity: Pelor

Age: 28
Length: 1m91 / 6'4"
Weight: 122kg / 268lb
Skin: Golden
Hair: Blonde
Eyes: Gold

Background:
####

Appearance:
####

Strength: 18 (+4), 20 (+5) with Gauntlets
Dexterity: 13 (+1)
Constitution: 15 (+2)
Intelligence: 12 (+1)
Wisdom: 17 (+3)
Charisma: 18 (+4), 20 (+5) with Cloak

Size: Medium
Movement: 20 ft
Hit Points: 50
Initiative: +1 (+1 dex)

Armor Class: 26 (10 +9 armor +6 shield +1 dex)
Touch Armor Class: 11 (10 +1 dex)
Flat-footed Armor Class: 25 (10 +9 armor +6 shield)

Fort Save: +12 (+5 base +2 con +5 misc)
Ref Save: +8 (+2 base +1 dex +5 misc)
will Save: +12 (+4 base +3 wis +5 misc)

Base Attack Bonus: +6/+1
Grapple: +11/+6 (+6/+1 bab +5 str)
Melee Attacks: +11/+6 (+6/+1 bab +5 str)
Ranged Attacks: +5/+0 (+6/+1 bab +1 dex -2 misc)

Unarmed:
Attacks: +11/+6 (+6/+1 bab +5 str)
Damage: 1d3 +5
Crit: 20/ x2

Masterwork Longsword with Tower Shield:
Attacks: +10/+5 (+6/+1 bab +5 str -1 misc)
Damage: 1d8 +5
Crit: 19-20/ x2

Masterwork Greatsword:
Attacks: +12/+7 (+6/+1 bab +5 str +1 misc)
Damage: 2d6 +7
Crit: 19-20/ x2

Ride 9
Handle Animal 5
Knowledge Religion 5
Diplomacy 9
Sense Motive 9
Heal 5

Skills: 47
Appraise: +1 (+1 int)
Balance: -13 (+1 dex -14 acp)
Bluff: +5 (+5 cha)
Climb: -9 (+5 str -14 acp)
Concentration: +2 (+2 con)
Craft (Other): +1 (+1 int)
Diplomacy: +18 (9 ranks +5 cha +4 misc)
Disguise: +5 (+5 cha)
Escape Artist: -13 (+1 dex -14 acp)
Forgery: +1 (+1 int)
Gather Information: +5 (+5 cha)
Handle Animal: +10 (5 ranks +5 cha)
Heal: +6 (5 ranks +3 wis)
Hide: -13 (+1 dex -14 acp)
Intimidate: +5 (+5 cha)
Jump: -9 (+5 str -14 acp)
Knowledge (Nobility and Royalty): +6 (5 ranks +1 int)
Knowledge (Religion): +6 (5 ranks +1 int)
Listen: +5 (+3 wis +2 misc)
Move Silently: -13 (+1 dex -14 acp)
Ride: +12 (9 ranks +1 dex +2 misc)
Search: +1 (+1 int)
Sense Motive: 12 (9 ranks +3 wis)
Spot: +5 (+3 wis +2 misc)
Survival: +3 (+3 wis)
Swim: -23 (+5 str -14 acp -14 acp)
Use Rope: +1 (+1 dex)

Languages: 3 (2 base +1 int)
Common
Celestial
Draconic

Feats:
Divine Armor
Divine Justice
Mounted Combat
Shaky
Shield Specialization

Racial Abilities:
+2 Wisdom, +2 Charisma (included above)
Outsider (native)
Darkvision: 60 feet
Daylight: 1/day
Acid Resistance: 5
Cold Resistance: 5
Electricity Resistance: 5
+2 Listen, +2 Spot (included above)
Level Adjustment: +1

Class Abilities:
Aura of Courage
Aura of Good
Detect Evil
Divine Grace (included above)
Divine Health
Knowledge Domain: Divination spells at +1 caster level
Lay on Hands: 30/day
Lore: +6
Remove Disease: 1/week
Smite Evil: 2/day
Special Mount
Strength Domain: +5 strength for 1 round 1/day
Sun Domain: Greater Turning 1/day
Turn Undead: 8/day, level 5, +7, 2d6+10 damage

1st Level Paladin Spells: (2 per day, DC 14)
* Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.

0th Level Cloistered Cleric Spells: (5 per day, DC 13)
* Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
* Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
* Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1st Level Cloistered Cleric Spells: (4 per day, DC 14)
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
* Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes -2 on attack rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Erase: Mundane or magical writing vanishes.
Hide from Undead: Undead can’t perceive one subject/level.
* Identify: Determines properties of magic item.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
* Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
* Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.

1st Level Cloistered Cleric Domain Spells: (1 per day, DC 14)
Detect Secret Doors: Reveals hidden doors within 60 ft.
Endure Elements: Exist comfortably in hot or cold environments.
* Enlarge Person: Humanoid creature doubles in size.

2nd Level Cloistered Cleric Spells: (3 per day, DC 15)
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
* Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
* Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
* Zone of Truth: Subjects within range cannot lie.

2nd Level Cloistered Cleric Domain Spells: (1 per day, DC 15)
* Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Detect Thoughts: Allows “listening” to surface thoughts.
Heat Metal: Make metal so hot it damages those who touch it.

3rd Level Cloistered Cleric Spells: (2 per day, DC 16)
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
* Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Illusory Script M: Only intended reader can decipher.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Secret Page: Changes one page to hide its real content.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
* Tongues: Speak any language.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd Level Cloistered Cleric Domain Spells: (1 per day, DC 16)
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
* Searing Light: Ray deals 1d8/two levels, more against undead.

Money: 31 gold, 8 silver, 8 copper
Weight Allowance: 133 light, 266 medium, 400 heavy, 800 lift, 2000 push/drag

Gear: 146lb
Explorer's Outfit
Silver Holy Symbol (25gp, 1lb)
Spell Component Pouch (5gp, 2lb
Cloak of Charisma +2 (4000gp, 2lb)
Gauntlets of Ogre Power +2 (4000gp, 4lb)
Full Plate +1 (2650gp, 50lb)
Tower Shield +1 (1180gp, 45lb)
Masterwork Longsword (315gp, 4lb)
Masterword Greatsword (350gp, 8lb)

Backpack (2gp, 2lb)
Bedroll (1sp, 5lb)
Silk Rope (10gp, 5lb)
Trail Rations x3 (15sp, 3lb)
Waterskin x3 (3gp, 12lb)
Whetstone (2xp, 1lb)
Winter Blanket (5sp, 3lb)

Morninglight, Heavy Warhorse

Size/Type: Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 22 (-1 size, +1 Dex, +8 natural, +4 armor), touch 10, flat-footed 21
Base Attack/Grapple: +4/+12
Attack: Hoof +8 melee (1d6+4)
Full Attack: 2 hooves +8 melee (1d6+4) and bite +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, empathic link, improved evasion, share spells, share saving throws
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +6, Spot +5
Feats: Endurance, Run, Weapon Focus: Natural Weapons

Bit and Bridle (2gp, 1lb)
Chain Shirt, Barding (400gp, 50lb)
Military Saddle (20gp, 30lb)
Saddlebags (4gp, 8lb)

avorae

Hey i was wondering if there is still room in this game as i would be interested in joining.
Life is a hard game but the rewards are sweet if you know where to look.

ulthakptah

Xillen: Everything looks good

avorae: there's 7 players right now I don't really want to overload the game, but next time a bunch of my players just disappear and need replaced I'll let you know. Which happens too often for some reason.