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| #1aeliatFeb 26, 2009 14:43:29 | Hi all ![]() We are a group of friends/D&D players that played together some years ago with our group, and cause work and studies we stopped playing some time... Now four of us are going to play a gestalt campaign with some unknown people, and we want to make the great " we're back in the Scene" with nice gestalt characters... We come here to see your flying imagination helping us, and let's have fun making overpowered characters :P The bases are this: 36 point buy in this manner: base stat:8 Atribute.........Points cost 9..................1 10.................2 11.................3 12.................4 13.................5 14.................6 15.................8 16................10 17................13 18................16 You can have 6 in some stats to gain 2 points, but if you don't have some stat (undead, construct) you cannot do that. We can gain races or templates with progressions like savage species: -they have to be en official 3.5 manuals (not necessary in the restricted manuals for classes, feats, and whatever else) -If the race has a racial item, you can use it. -The race has to have LA+0 or more: Not LA:- -you can take the templates/race in only one line. If you start a template or race, you have to finish it. Money and starting equipment: You can select any piece of equipment from PHB except for scrolls, potions, magic items and items of masterwork quality. Plus 1d10 gold pieces. Allowed Manuals: - PHB, DMG, MM I, II, III, IV y V. - PHB II - All from the Complete.. series, Divine, Adventurer, etc, except for Complete Champion. - All Races of… except for those of specific settings like Faerun, Eberron, etc. Psionics and alike ARE NOT allowed. Also is not allowed to play a "default" incorporeal creature. Exceptions: -You can shift your alignment 1 step from your class or race restriction. For example you can play a Neutral Good Paladin or a Chaotic Neutral Demon. Nevertheless once a character takes feats, spells or abilities that clearly belong to a specific alignment he'll lose acces to the oposite one. -You can take Prestige Classes at both lines, but never before level5 -You cannot gain two levels of casting of the same class in the same level. (prestige+class or race+class) -ACF allowed -Feats that combine levels from two different classes like Daring Outlaw only affect classes in the same "line of leveling". For example, a 2 rogue, 2 fighter// 2 swashbuckler, 2 barbarian, does not apply -Bonus like Divine Grace or similar do not stack with each other. A monk with the saint template does not gain Wis to ac twice. -You cannot select the same class in both lines in the same level. Likewise taking a Monk level and a Sacred Fist level in the same level won't increase your unarmed damage twice but you can take the level, lets say... for the divine caster level increase or the other monk abilities -You can take a template later on, but it'll cost 5000gp x LA, included inherited teplates. We start at level 1, so have in mind that we want to be a powerfull at low levels too, not only thinking on 10+ Here are our ideas: Character 1: Crazy Monk Changeling/Half-gold Dragon Stats (without level and half-dragon modifiers): Str 16 Dex 12 Con 14 Int 12 Wis 14 Cha 14 Stats(with levels, warshaper and half-dragon modifiers): str: 31(16+8+4+3from levels) Dex: 12 (12) Con: 20 (14+4+2) Int: 14 (12+2) Wis: 14 (14) Cha: 18 (14+2+2fromlevels) Progression in order: Line 1: monk4/3abj champion/4monk/1abj champ/3monk/1fighter/1abjchampion/3 sorcerer Line 2: 3 half-gold dragon/1sorcerer/2warshaper/10enlightened fist/1warshaper/3fighter Feats: 1-Combat Casting Stunning fist(monk) 2-combat reflexes(monk) 3- multiattack 6-improved natural attack 9-rapid stunning 10-improved trip(monk) 12-arcane strike 15-empower 16-improved initiative(fighter) 18-spell penetration Power attack(fighter) 20- open feat (fighter) This character is basically an enlightened fist, powered by all the other classes and the races: 19 base attack concludes in a full attack like this without items: 19/19/19/14/9/4/17/17/17 (plus strenght, and other modifiers) unarmed plus 2 claws plus one bite Using arcane strike, arcane fist, some power attack, some sorcerer buffs...could be nice ![]() Character 2: You can´t Touch This Yawar helped us with this:
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| #2aeliatFeb 26, 2009 15:00:17 | Yawar's new idea ^^You´re right, yu´re right, that´s a problem and you´re right. |
| #3malkavonFeb 26, 2009 16:49:17 | It's a shame Faerun material is out. Otherwise (with your DM's rules on PrCs) Cleric 5/Dweomerkeeper 5/Hathran 10//Wizard 5/Incantatrix 10/Dweomerkeeper 5 is pretty much the best caster you could want. Still, Dweomerkeeper is in (CD Web Enhancement), so ... Cleric 5/Dweomerkeeper 10/X 5//Wizard 5/Geomancer 10/Y 5 would be pretty awesome. This gives you the ability to cast all your Wizard spells as Cleric spells (allowing you to ignore ASF, etc) and all the Dweomerkeeper goodies. X and Y can be pretty much anything you want. If you're a Gnome, Shadowcraft Mage would be pretty good. Archmage is always a decent choice as well. If your DM let you use UA, Prestige Paladin + Battle Blessing (CChamp) is like auto-quicken on steroids with Geomancer (cast all your standard action spells as swift actions and all your 1 round spells as standard actions? Yes please!) |
| #4yawarFeb 26, 2009 17:03:43 | I present you: Juc´ant Tch´izz, powerful mage from beyond the mountains, wielder of arcane and divine power, a holy warrior of light in search of his destiny. Ogre Magi 12/ Half-Celestial 4/ Cleric 1/ Paldin 2/ Spellsword 1// Monk 2/ Sorcerer 4/ Fighter1/ Abjurant Champion 5/ Eldritch Kinght 7/ Fighter 1 Stats STR: 30 (16+10+4) DEX: 18 (16+0+2) CON: 20 (10+6+4) INT: 14 (8+4+2) WIS: 14 (6+4+4) CHA: 38 (18+6+4+5 from levels +5 from tome) Saves* Fort: 40 (21+5+14) Refl: 25 (7+4+14) Will: 33 (17+2+14) *without items Feats 1.- Imp. Unarmed Strike (Monk)/ Imp. Grapple (Monk)/ Power Attack 2.- Combat Reflexes (Monk) 3.- Combat Casting/ Trade Summon Familiar for Rapid Metamagic 6.- Practiced Spellcaster 7.- Combat Expertise 9.- Ascetic Mage 12.- Imp. Trip 14.- Robilar´s Gambit 15.- Arcane Strike 18.- Divine Shield 20.- Quickdraw (Fighter),important for drawing wands and scrolls when limited to a standar action as per celerity AC with items (ioun stones, ring, amulet and ability enhancer) AC 89 (10 base -1 Size +7 Dex +11 Natural +5 deflection +11 Greater Mage Armor +26 (+9 Shield +17 Sacred Shield) +18 monk +2 insight) Touch 41 You can´t touch this FF 82 Domains: -Luck -Inquisition Spell list (living free slots for personal costumization) 8.- Greater Arcane Fusion 7.- Anti-magic Field 6.- Greater Dispel Magic 5.- Arcane Fusion 4.- Orb of Force, Enervation, Celerity, Heroics, Dimensional Door, Poymorph 3.- 2.- Wings of Cover, 1.- Snake´s Swiftness, True Casting, True Strike -Arcane Fusion and Greater Arcane Fusion are a must for a sorcecer for the added versatility and great number of combinations. By casting Greater Arcane Fusion you can cast two spells up to 5th and a 7th level at the same time, both may be Arcane Fusion, wich allows a up to 1st and a 4th level. This opens a great posibily for combination. For example: You can cast Greater Arcane Fusion, use the 5th level to cast Arcane fusion casting Dimensional Door, to teleport over the head of a far way enemy mage, and Snake´s Swiftness to strike him safely with a reach weapon, then using the 7th level to cast Antimagic Field to supress his buffs disable his spellcasting. Risky tactic that would lower your AC to 33 but gives an edge against otherwise more powerful spellcasters, controling them with AoOs and grappling (+36 bonus in antimagic field). Also you can use this tactics safely with celerity sine the daze effect is magical and wont affect you inside the antimagic field. As another plus Arcane Strike is an extraordinary ability and would work inside an antimagic field, giving you an edge against other melee oriented casters. -Heroics works great, it gives a feat to a target from the list of fighters bonus feats without a saving throw. But what if that feat is used debuff. Mage Slayer requires a 1 rank in spellcraft a few BAB and impose a -4 to CL, almost any spell caster will meet the prerequisites. And accordding to the playeer hanbook you cannot cast spells at acaster evel lower than the minimum. So, basically you´re potencially reaping a casters access to his two higher levels of spells. If combined with celerity it can counter. If combine with GAF can impose Pierce Magical Protection, since they are different feats Heroics should stack, to a total of -8 to CL. -Greater Dispel Magic incredibly useful. -Orb of Force: combine with Arcane Fusion and True Strike to be able do something to any clone of you the DM sends you. -Polymorph: you´re even stronger in the form of a wartroll and you still keep your supernatural abilties so don´t look down on this spell, but don´t forget that that untemplteted human barbarian/fighter of party would be deadlier as a wartroll. Items (in addition to those forementioned): -Ring of Spell-Battle (Complete Arcane) -Any polearm -Anything that suits you note: I removed Exotic Weapon Proficency (Spiked Chain) when I remebered that you can hold a two-handed weapon in one hand in one hand and that you can make unarmed attack with your legs, wich are magic, good-aligned and cold iron, yoy threaten nearby spaces anyway. |
| #5aeliatFeb 27, 2009 11:25:10 | i'll be waiting the guide ^^ and other ideas for the other characters or possible modifications to the made ones.... Thanks ^^ |
| #6yawarMar 02, 2009 15:44:52 | Updates to the build has been post above. |