5e Gestalt: Lightning boss fight #2 with caster (Inactive)

Game Master caster4life

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I've got some long-running reactions I'm working on this week and would love to run another quick boss fight in 5e but with gestalt rules! Level 3 characters.

Anyone up for this? I'm going to just throw you into the fight and I expect I'll post three or four times a day until the fight is over.

By gestalt rules, I mean the rules I've been working on in this interest thread for a campaign. Right now, I just have a little time for a single fight.

Take the starting equipment from both classes. Point buy. ALL UA allowed. If something's broken, I'm not going to worry about it for just one fight. Bring on the cheese, if that's what you want!

I will start this as soon as I have a party. Just looking to mess around and have some fun. I don't know exactly how to challenge a party of 5e gestalters so I'm making the fight pretty stiff. We'll see how it works out.

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

Will post a build shortly. What 5e books can we use?


This is Saashaa's character.


Okay, I'll throw down too. Expect a character shortly.


Here is Vrog's submission.


Cool!


Here is my Fighter/Lock, I want to like arcane archer, but with the magic arrow requirement, and saves based off of Int. I'll probably end up going Battle Master.


I'm pretty sure the arcane archer makes a couple of his arrows magical. There's no requirement to obtain magic arrows somehow.

Cool stuff! I'll give it a little time to see if we get a fourth then get us underway.

Shadow Lodge

I’ll have time to make a character probably after I finish cooking and eating


Sounds good. I'll probably start us in a few hours then.

Sorry I didn't see the question about books. Maybe an edit after I saw the post? All wizards 5e material, including UA, allowed.


Ok finally done both cooking and eating
Getting on the character now, be maybe an hour tops


Cale, it looks like you're creating a pathfinder character under that alias? Perhaps you're still working on it. Just wanted to let you know in case there was a mix-up. This is dnd 5e.


character finished:

Str 8
Dex 16
Con 14
Int 16
Wis 10
Cha 12

Saving throws
Str +1 (p)
Dex +5 (p)
Con +4 (p)
Int +5 (p)
Wis +0 (np)
Cha +1 (np)
AC 17 (chain shirt, defense path)
Proficiency bonus +2

To hit, Silvered Rapier +5 damage 1d8+3, counts as magic and silver

Proficient skills: arcana slight of hand, stealth, perception, preform, deception thieves tools
Expert (double proficiency) Slight of Hand, Arcana

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Slight of hand, arcana)

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Archetypes
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature
• You can use thieves’ tools to pick locks and disarm traps at a distance
Spells per long rest 3
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s W isdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

Spells known 6, two of which must be either enchantment or illusion and two of which must be either evocation or Abjuration
Charm person, silent image, shield, protection from evil, identify, detect magic

Cantrips known 7(counting one from high elf): fire bolt, made hand, light, minor illusion, message, mending, chill touch

Skill Proficiencies: Arcana, Perception

Tool Proficiencies: One gaming set of your choice (cards, dice, or some other divination tool)

Languages: One of your choice

Equipment: A gaming set of your choice, a token of appreciation from a past client, a set of common clothes, and a belt pouch containing 5 gp

Feature: Glimpse Of Fortune

Using a minor method of divination, you are able to see glimpses of a target’s future. You must spend one hour in conversation with the subject and consultation with your divination method. At the end of this time you can offer insight into the subject’s possible future. These details are always vague, but the reading affords you the chance to gain insight into your subject and possibly enter their good graces. After giving a reading, you can expect a client to be more relaxed and willing to favorably consider any proposal you make (treat them as one category more favorable for purposes of social interaction, DMG p. 244).

Additionally, you can receive minor favors or consideration from past subjects in a variety of locations.

Assume you can find at least one friendly contact in a city that you have spent at least some time in the past.


Oh no, I am just reusing the alias


Ah ok I figured that was likely the case.


This is one of ideas i was running with, Cleric|Sorcerer looked like there was enough Fighters.


Cathirix wrote:
This is one of ideas i was running with, Cleric|Sorcerer looked like there was enough Fighters.

I like the class match-up. Cool lightning synergy.

I went ahead and posted up gameplay and put you guys on the map as Cale is nearly done. I'm heading to bed now. Feel free to post one rounds-worth of actions. Depending on what you do, there may be an initiative roll immediately after that one round!

Here's hoping I balanced this to harder than yawn-worthy but easier than hopeless brutality. Once the fight starts, I'm going to stick with my baddies and have them go for blood. No fudging since this is a fight for its own sake. If I botched it, I'll apologize and offer a replacement fight. ;)


Looks Like Magic Arrows are not required.

Twitter Link


[U]Rules Question[/u]

Looking at Pact of the chain.

Players Handbook wrote:


[u]Spell: Find Familiar[/u]
... Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal...
[u]Pact of the Chain[/u]
...Additionally, when you take the Attack action, you can
forgo one of your own attacks to allow your familiar to
make one attack o f its own.

I assume that the attack takes the Imp's reaction, but does that mean that if I am Initiative 10 and Imp is on Initiative 9 on 10 I can have it attack from invisibility and then have it go back invisible on it's turn?

Granted by the time I have multiple attacks it will likely not be too powerful, but I think if I was invisible as well at 3rd level I could order him to attack without breaking my own spell.

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