Gestalt NPC's [Archive] - Wizards Community

Post/Author/DateTimePost
cthulhu42

07-22-06, 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!
Tsuul

07-26-06, 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.04Maus

07-28-06, 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.