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| cthulhu4207-22-06, 06:01 PM | I know the chances are good that this thread will flounder and sink to the abyss, but just in case, I thought I'd post it and give it a try. What I'd love to see here is a thread packed full of example gestalt npc's. Why? Well, I plan to start a gestalt game in the near future, and I'm gonna need them! See, in a normal game I am so used to regular classes that I can pretty much whip up a batch of baddies on the spot if I have to. Say if i want the PC's to be attacked by a gang of mid-level rogues, I have a pretty good idea of the abilities/feats/special abilities of those rogues. However, I'm not nearly well versed enough in gestalt to know what a group of sorcerer/rogues look like and what they can do, and what synergises well with what. It would be so cool to have a resource for NPC's that I (and others) could come to for gestalt NPC stat blocks. Anything and everything would be much appriciated. All levels, all classes. Though I'm thinking a standard 32 point buy would be a good base for everyone. Please be as detailed as you like. I'll take anything. If you wish to include things like name, history, background, etc, go for it! But even basic stat blocks would be an invaluable help! |
| Tsuul07-26-06, 06:24 PM | I'm horrible at flavor, but here are two blocks for a gestalt bard/lurk. The character was originaly built for a Darksun game using that variant bard; they are all obvious assassins and spys in the style of James Bond. I've switched it to the PHB bard so it can actualy see some use here. He should make an excelent diplomat/spy for any campaign. The garrote used can be found from Athas.org, which is used as his signature move. Bard 5 / Lurk 5 Cyrus "the Grasping Rose" Medium Human [Psionic], Gestalt Bard5 / Lurk5 Alignment: Neutral Good Experience: 15,000 Hit Dice: 5d6 + [0CON] (30hps) Initiative:+2 Speed: 30 Armor Class: 18 : 2 Dexterity, 4 Armor, 1 Natural, 1 Deflection, 16:Flat-footed, 13:Touch, 11:Touch&Flat Base Attack, Grapple: +3 , +4 Attack: +5 Rapier +1 (1d6+2, 18-20/x2) or +4 Garrote (2d4+1, x2) nonleathal grapple attacks only Full Attack: +5 Rapier +1 (1d6+2, 19-20/x2) or +4 Garrote (2d4+1, x2) nonleathal grapple attacks only Space/Reach: 5 ft./5 ft. Special Attacks: Psionic Sneak Attack +1d6, Lurk Augments(5th level/6 per day) Special Qualities: Bardic Music, Bardic Knowledge, Saves: FORT +04 =(4CLASS) + (0CON) + (MAGIC) + (MISC) REF +06 =(4CLASS) + (2DEX) + (MAGIC) + (MISC) WILL +04 =(4CLASS) + (0WIS) + (MAGIC) + (MISC) Stats Base Modifier Modified Modifier Temporary Modifier Str 12 +1 12 +1 Dex 14 +2 14 +2 Con 10 +0 10 +0 Int. 16 +3 17 +3 Wis 10 +0 10 +0 Cha 16 +3 16 +3 Skills: rank + ability modifier = score :Brd5(48) + Int(18) + Hum(8) = 74 Appraise¹ 0 + 3 = 3 Knowledge(Nobil/Royal)¹ 0 + 3 = 3 Autohypnosis² 0 + 3 = 3 Knowledge(Religeon)¹ 0 + 3 = 3 Balance¹ 0 + 2 = 2 Knowledge(Psionics)¹² 0 + 3 = 3 Bluff¹²³ 2 + 3 = 5 Knowledge(Planes)¹ 0 + 3 = 3 Climb¹²³ 0 + 1 = 1 Knowledge( )¹ 0 + 3 = 3 Concentration²³ 8 + 0 = 8 Listen¹²³ 4 + 0 = 4 Craft( )¹² 0 + 3 = 3 Move Silently¹²³ 8 + 2 = 10 Decipher Script¹ 0 + 3 = 3 Open Lock 0 + 2 = 2 Diplomacy¹ 4 + 3 = 7 Perform¹ 8 + 3 = 11 Disable Device 0 + 3 = 3 Profession¹² 0 + 0 = 0 Disguise¹²³ 8 + 3 = 11 Psicraft²³ 0 + 3 = 3 Escape Artist¹²³ 0 + 2 = 2 Ride¹ 0 + 2 = 2 Forgery¹ 0 + 3 = 3 Search¹³ 4 + 3 = 7 Gather Info¹ 8 + 3 = 11 Sense Motive¹³ 4 + 0 = 4 Handle Animal 0 + 0 = 0 Sleight of Hand¹²³ 4 + 2 = 6 Heal¹ 0 + 0 = 0 Speak Language¹(Common ) Hide¹²³ 8 + 2 = 12 ( ) Intimidate¹³ 0 + 3 = 3 ( ) Jump¹²³ 0 + 1 = 1 Spellcraft 0 + 3 = 3 Knowledge(Arcana)¹ 0 + 3 = 3 Spot²³ 4 + 0 = 4 Knowledge(Arch/Engeneer)¹ 0 + 3 = 3 Survival 0 + 0 = 0 Knowledge(Dung)¹ 0 + 3 = 3 Swim³ 0 + 1 = 1 Knowledge(Geog)¹ 0 + 3 = 3 Tumble¹²³ 0 + 2 = 2 Knowledge(History)¹ 0 + 3 = 3 Use Magic Device¹ 0 + 3 = 3 Knowledge(Local)¹ 0 + 3 = 3 Use Psionic Device² 0 + 3 = 3 Knowledge(Nature)¹ 0 + 3 = 3 Use Rope¹ 0 + 2 = 2 ¹ bard class skills, ² lurk class skills, ³ ebon saint class skills. Feats: Simple Weapons(all), longsword, rapier, sap, short sword, shortbow whip, Light Armor(all), shields (except tower shields) (H)Exotic Weapon(garrote) (1)Combat Expertise, (3)Improved Unarmed Strike Gear: cost Garrote 20 Studded Leather +1 1,175 Rapier +1 2,320 Potions(3), Cure moderate wounds (2d8+3) 900 Amulet of Natural Armor +1 2,000 Ring of Protection +1 2,000 Spell components Spellbook 15 Masterwork Musical Instrument, Harp 100 Water skin 1 Bedroll .1 Backpack 2 467 gold 21 silver Bard Spells: Level 0 spells. 4 spell slots, DC 13 Dancing Lights Detect Magic Message Read Magic Prestidigitation Summon instrument Level 1 spells. 4 spell slots, DC 14 Charm Person Cure Light Wounds Disguise Self Tasha's Hideous Laughter Level 2 Spells. 3 spell slots, DC 15 Cure Moderate Wounds Invisibility Suggestion Psionics: 14 Power Points Level 1 powers. 1 power point, DC 14 Chameleon Dimensional Pocket Vigor Level 2 powers. 3 power points, DC 15 Elf Sight Knock, Psionic Feats: Exotic Weapon(Garrote)(Ex): You are proficient with the use of the garrote. Combat Expertise(Ex): When you take the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your BAB. Lasts until your next action. Improved Unarmed Strike(Ex): You are considered to be armed even when unarmed -- that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. Racial: Bonus Feat(Exotic Weapon)(Ex): 1 extra feat at first level, because humans are quick to master specialized tasks and varied in their talents. Skilled(Ex): 4 extra skill poins at 1st and 1 extra skill point at each additional level, since humans are versatile and capable. Favored Class: Any. Bardic: Bardic Knowledge: Bardic Music: Countersong (Su): Fascinate (Sp): Inspire Courage (Su): Inspire Competence (Su): Lurk: Lurk Augments(Ex): Additional Sneak Attack: Unfocusing Strike: Solid Strike: Stunning attack: Ignore Concealment: Mental Assault: Psionic Sneak Attack (Ex): Bard 10 / Lurk 5 (Ebon Saint 5) Cyrus "the Grasping Rose" Medium Human [Psionic], Gestalt Bard10 / Lurk5 (Ebon Saint 5) Alignment: Neutral Good Experience: 45,000 Hit Dice: 10d6 + [10CON] (60hps) Initiative:+2 Speed: 30 (Increasable with Boots of Speed) Armor Class: 18 : 2 Dexterity, 4 Armor, 1 Natural, 1 Deflection, 16:Flat-footed, 13:Touch, 11:Touch&Flat Base Attack, Grapple: +7/+2 , +12 Attack: +10 Rapier +2 (1d6+3, 18-20/x2) or +9* Garrote +1 (2d4+1, x2) nonleathal grapple attack only * add +4 to grapple checks Full Attack: +10/+5 Rapier +2 (1d6+3, 19-20/x2) or +9*/+4* Garrote +1 (2d4+1, x2) nonleathal grapple attack only * add +4 to grapple checks Space/Reach: 5 ft./5 ft. Special Attacks: Psionic Sneak Attack +1d6, Sneak Attack +1d6, Lurk Augments(5th level/6 per day), Dire Strike, Dire Augments(8/day) Special Qualities: Bardic Music, Bardic Knowledge, Saves: FORT +10 =( 7CLASS) + (1CON) + (2MAGIC) + (MISC) REF +14 =(10CLASS) + (2DEX) + (2MAGIC) + (MISC) WILL +12 =(10CLASS) + (0WIS) + (2MAGIC) + (MISC) Stats Base Modifier Modified Modifier Temporary Modifier Str 12 +1 12 +1 Dex 14 +2 14 +2 Con 10 +0 12 +1 Int.. 17 +3 19 +4 Wis 10 +0 10 +0 Cha 16 +3 18 +4 Skills: rank + ability modifier = score :Brd10(78) + Int(33) + Hum(13) = 124 Appraise¹ 0 + 3 = 3 Knowledge(Nobil/Royal)¹ 0 + 3 = 3 Autohypnosis² 0 + 3 = 3 Knowledge(Religeon)¹ 0 + 3 = 3 Balance¹ 0 + 2 = 2 Knowledge(Psionics)¹² 0 + 3 = 3 Bluff¹²³ 4 + 3 = 5 Knowledge(Planes)¹ 0 + 3 = 3 Climb¹²³ 0 + 1 = 1 Knowledge( )¹ 0 + 3 = 3 Concentration²³ 13 + 0 = 8 Listen¹²³ 12 + 0 = 4 Craft( )¹² 0 + 3 = 3 Move Silently¹²³ 13 + 2 = 10 Decipher Script¹ 0 + 3 = 3 Open Lock 0 + 2 = 2 Diplomacy¹ 9 + 3 = 7 Perform¹ 13 + 3 = 11 Disable Device 0 + 3 = 3 Profession¹² 0 + 0 = 0 Disguise¹²³ 13 + 3 = 11 Psicraft²³ 0 + 3 = 3 Escape Artist¹²³ 0 + 2 = 2 Ride¹ 0 + 2 = 2 Forgery¹ 0 + 3 = 3 Search¹³ 6 + 3 = 7 Gather Info¹ 13 + 3 = 11 Sense Motive¹³ 6 + 0 = 4 Handle Animal 0 + 0 = 0 Sleight of Hand¹²³ 6 + 2 = 6 Heal¹ 0 + 0 = 0 Speak Language¹(Common ) Hide¹²³ 10 + 2 = 12 ( ) Intimidate¹³ 0 + 3 = 3 ( ) Jump¹²³ 0 + 1 = 1 Spellcraft 0 + 3 = 3 Knowledge(Arcana)¹ 0 + 3 = 3 Spot²³ 6 + 0 = 4 Knowledge(Arch/Engeneer)¹ 0 + 3 = 3 Survival 0 + 0 = 0 Knowledge(Dung)¹ 0 + 3 = 3 Swim³ 0 + 1 = 1 Knowledge(Geog)¹ 0 + 3 = 3 Tumble¹²³ 0 + 2 = 2 Knowledge(History)¹ 0 + 3 = 3 Use Magic Device¹ 0 + 3 = 3 Knowledge(Local)¹ 0 + 3 = 3 Use Psionic Device² 0 + 3 = 3 Knowledge(Nature)¹ 0 + 3 = 3 Use Rope¹ 0 + 2 = 2 ¹ bard class skills, ² lurk class skills, ³ ebon saint class skills. Feats: Simple Weapons(all), longsword, rapier, sap, short sword, shortbow whip, Light Armor(all), shields (except tower shields) (H)Exotic Weapon(garrote) (1)Combat Expertise, (3)Improved Unarmed Strike, (6)Improved Feint, (9) Improved Grapple Gear: cost Garrote +1 2,320 Studded Leather +1 1,175 Rapier +2 8,320 Potions(3), Cure moderate wounds (2d8+3) 900 Amulet of Natural Armor+1/Health +2 8,000 Ring of Protection +1 2,000 Boots of Speed 12,000 Cloak of Charisma +2/Resistance +2 10,000 Circlet of Intellect +2 4,000 Spell components Spellbook 15 Masterwork Musical Instrument, Harp 100 Water skin 1 Bedroll .1 Backpack 2 477 gold 21 silver Bard Spells: Caster level 10 Level 0 spells. 3 spell slots, DC 14 Dancing Lights Detect Magic Message Read Magic Prestidigitation Summon instrument Level 1 spells. 4 spell slots, DC 15 Charm Person Cure Light Wounds Disguise Self Tasha's Hideous Laughter Level 2 Spells. 4 spell slots, DC 16 Cure Moderate Wounds Detect Thoughts Invisibility Suggestion Level 3 Spells. 3 spell slots, DC 17 Charm Monster Cure Serious Wounds Fear Scrying Level 4 Spells. 1 spell slots, DC 18 Cure Critical Wounds Dimension Door Psionics: Manifester level 9 43 Power Points Level 1 powers. 1 power point, DC 15 Chameleon Dimensional Pocket Vigor Level 2 powers. 3 power points, DC 16 Elf Sight Energy Adaptation, Specified Knock, Psionic Level 3 powers. 5 power points, DC 17 Concealing Amorpha, Greater Darkvision, Psionic Speak with Dead, Psionic Feats: Exotic Weapon(Garrote)(Ex): You are proficient with the use of the garrote. Combat Expertise(Ex): When you take the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number as a dodge bonus to your Armor Class. This number may not exceed your BAB. Lasts until your next action. Improved Unarmed Strike(Ex): You are considered to be armed even when unarmed -- that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. Improved Feint (Ex): You can make a Bluff check to feint in combat as a move action. Improved Grapple (Ex): You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple. Racial: Bonus Feat(Exotic Weapon)(Ex): 1 extra feat at first level, because humans are quick to master specialized tasks and varied in their talents. Skilled(Ex): 4 extra skill poins at 1st and 1 extra skill point at each additional level, since humans are versatile and capable. Favored Class: Any. Bardic: Bardic Knowledge: Bardic Music: Countersong (Su): Fascinate (Sp): Inspire Courage (Su): +2 Inspire Competence (Su): Suggestion (Sp): Inspire Greatness(Su): Lurk: Lurk Augments(Ex): Additional Sneak Attack: Unfocusing Strike: Solid Strike: Stunning attack: Ignore Concealment: Mental Assault: Psionic Sneak Attack (Ex): Ebon Saint: Dire Strike(Ex): Shadowfriend(Ex): Dire Augments: Thought Theft(Su): Mind Interrogation(Su): Steal Form(Su): Disappear from the Mind(Su): Sneak Attack(Ex): |
| Pz.Az.04Maus07-28-06, 12:55 PM | Well, you could always start compiling and just start writing like crazy. Another thing you could do if you need a bit of less variation is to get similar classes (IE: Fighter and Ultimate fighter from Szanty, or something else) and just gestalt those. Would make them closer to their basic area. However, I usually just run like the wind, and just start going like crazy in a (hypothetical situation). Also, Saving things you've created before is your friend, don't waste anything that you've made from a past game. Reuse, reuse, reuse. EDIT: I also use a 'variant rule' (I'm too lazy to see if this is infact, "THE RULE," But I use it anyways to great effect) for animals and creatures with Race HD and/or LA. Simply, you just "Clump" both the Racial Levels and the LA into a single level for each pair. Pairs of LA become a single Gestalt Level, pairs of RHD become a single level. It's gives more room to allow the animals to have, and yet keeps the consistancy. Depending on how lax you are, single RHD/LA just take up half a G-level, but you can either add the other half of the level when you want, or that it has to be with an LA/RHD. I usually allow other levels to be able to get into there, and I don't mind when they add that other half of a G-Level, except if the situation isn't a good time. |