Wednesday, October 21, 2009

Extra Rulings for Epic Gestalt

Class Ability and Caster Level advancement

You may take aesthetic feats, which are feats that allow advancement of certain class features, while leveling in a different class. However, when you take a feat like this, the bonus it grants to class features by itself will not exceed your character level. Similarly, BASE caster level, manifestor level, and initiator level, will not exceed your total character level, through advancement in prestige classes, such as dual caster level advancement prestige classes. However in the case of specialization in base and prestige classes, or with feats and item enhancement bonuses that increase CL of certain spells by school, caster level advancement beyond character level is allowed, as per what is granted by these specific instances. The same restrictions applied to caster level are applied to manifestor level and initiator level when applicable.

As a modification of the printed rules on initiator level from Tome of Battle, half of non-initiator levels will only contribute to the total initiator level, on one side of the gestalt level advancement (in most cases, those non-initiator levels on the same side of the gestalt advancement as the initiator class) Initiator levels from separate initiator classes still stack for determining base initiator level in both classes. In order to off-set the lack of half non-initiator level contribution on the other gestalt advancement side, a new feat will be created, and will read as follows:

Practiced Initiator

Through study and practice of martial lore, you have gained insightful knowledge of its secrets, which exceeds that of your peers.
Prerequisite: 4 ranks in Martial Lore
Benefit: Your effective initiator level receives a +4 bonus, for the purposes of determining initiator level based affects, eligibility for feats and prestige classes, and for the purpose of determining which maneuvers and stances you are eligible to learn and retrain, as you advance in initiator classes.
Special: This bonus to initiator level can increase your effective initiator level up to, but not beyond your total character level or hit die.

Epic Gestalt Character Creation Rules

Character Creation: 50 pt Buy
Step 1: All Stats Start At 8

Step 2: Buy Stats
9 - 1 pt
10 - 2 pts
11 - 3 pts
12 - 4 pts
13 - 5 pts
14 - 6 pts
15 - 8 pts
16 - 10 pts
17 - 13 pts
18 - 16 pts

Step 3: Choosing Races / Templates
        Player's may choose a total maximum of Level Adjustment + 2 of any ONE race and any ONE template
    subject to the DMs discretion.  You cannot gain more HD from doing this above your
     character level.  You also must meet all other prerequisites for the race and template combination you desire.
    The total level adjustment will not count towards your gestalt levels as long as it does not exceed a
    Level Adjustment of +2.  This also applies to templates taken after level 1.
  

Step 4: Apply Racial / Template Modifiers to Stats after you are finished choosing them.

Step 5: Alignment must be non-evil.

Step 6: Choose You 2 classes for each character level.
        a. Choose 2 classes that are not the same class.
    b. Valid class combinations
       Note: A Racial Paragon Prestige Class or A Bloodline Prestige Class from Unearthed Arcana counts as a base class.
       Base Class + Base Class
       Base Class + Prestige Class

Step 7: Hit Die will be the better of the two classes chosen.

Step 8: Base Attack Bonus will be calculated as follows
    a. Figure out the BAB Progression for each class you have taken
        Good Progression: +1 BAB Per Class Level
    Average Progression: +.75 Per Class Level
    Poor Progresson: .5 Per Class Level
  
    b. Add up the total sum of the BAB Progression of all your classes combined and divide by 2.


Step 9: Saving Throw Bonus
    a. Figure out how much the saving throw changed at each class level.
    b. Add up the total sum of saving throw changes and divide by 2.

Step 10: Skills
     a. Choose the better progression of the 2 classes for each level.
     b. Once a skill is a class skill it is from that point on considered a class skill.
     c. You only gain the class skills of the skill point progression class.
         

Sunday, October 11, 2009

Character Flaws

I have never been introduced to the variant of Character Flaws in a Dungeons and Dragons 3.5 campaign, until just recently. At first I wasn't very sure about the balance of this variant. But upon closer examination, I have found it to be quite interesting, and pretty well balanced. A description and list of Character Flaws can be found at d20srd.org. Below are some additional, home-brew character flaws that I have come up with.

Under Estimated
Friends and foes alike, just can't seem to grasp the full spectrum of your achievements or prowess.

Affect: You take a  -4  penalty on  Diplomacy and  Intimidation  checks.  Furthermore, the DC and AC for your Aid Another actions increases from 10 to 12.


Fear of Heights 
Even the slightest elevation makes you deathly afraid.


Affect: You take a -4 penalty to Climb checks, and to Balance checks, when balancing on a platform at least 10ft above the ground.  Additionally, you automatically fall when failing a Climb check, or a balance check on a platform at least 10ft above the ground.
Special: Without this flaw, you normally only fall when failing Climb or Balance checks by 5 or more.  If you have immunity to fear, or achieve immunity to fear through a feat, magical item, spell/spell-like ability, ability, or class feature, you lose access to this flaw, and lose the benefit of the feat gained by this flaw.

Slow Learner
You have always had to work harder than others, to pick up on things.

Affect: Subtract 4 from the number of skill points you gain at first level, and 1 from the number of skill points you gain at each level thereafter. This flaw can reduce the number of skill points you gain to 0 (but not below). Additionally, gaining ranks in cross-class skills costs you 4 skill points per rank, instead of 2 skill points per rank.
Special: You must have an Intelligence score of 4 or higher to take this flaw.

Gullible
You are easily duped by trickery and deceit.

Affect: You take a -4 penalty on Diplomacy and Sense Motive checks. Additionally, you suffer a -3 penalty to saving throws against mind-influencing Illusion spells and spell-like abilities.

Impulsive
What you lack in discipline and self-control, you make up for with boldness.

Affect: You take a -4 penalty to Concentration checks, and a -3 penalty to saving throws against Enchantment (compulsion) spells and spell-like abilities. Furthermore, if you fail to go first in the initiative order during the first round of an encounter, you suffer a -1 penalty to AC until the beginning of your next turn.

Saturday, October 10, 2009

Welcome Lads and Lasses

Welcome to the virtual watering hole, for avid role-players and adventurers. Take a seat and catch wind of past and future campaigns, conducted by our online play groups. Here you will catch up on the gossip of daring feats, and lurking dangers, in hideously designed lairs.

If you are not quite ready to set out on the not so beaten path, then take a seat and have a sample of our home-brew; house-rules, prestige classes, feats, spells and magic items.

Thank you for your patronage, and be sure to remember The Golden Goblin Tavern, next time you have a thirst for adventuring.