5e Gestalt Level 3 Characters Needed


Recruitment


Our party lost two players over the holidays and could use some more! Current party is barbarian/fighter and barbarian/wizard. Since we are at level 3, applicants an start with 200 gp and 1 uncommon item of their choice.

Original recruitment thread.


Huh. Since I never did manage to get my charisma guy together, and you're down your rogue and artificer, I'll try out Enizver again. He'd just need updated to third.

Of course, I understand if you'd rather pass, given I was rather...slow doing other stuff, even if I had a decent reason.

Enizver:

Male Gnome[url] [url=http://engl393-dnd5th.wikia.com/wiki/Rogue]Rogue / Artificer Gestalt 1
Chaotic Good

Initiative; +3 Passive Perception 12
--------------------
Defense
--------------------

AC 15
hp 9
Saving Throws
Strength -1, Dexterity +5, Constitution +3, Intelligence +5, Wisdom +1, Charisma +0

--------------------
Offence
--------------------

Speed 25 ft.

Close - Rapier - +5 to Hit - 1d6+3 Piercing Damage
Ranged - Thunder Cannon +5 to hit - 2d6+3 Piercing Damage - Range 150 - 200ft.

--------------------
Statistics
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Str 9, Dex 16, Con 12, Int 16, Wis 12, Cha 10,
Proficiency Bonus +2

Racial Traits
Darkvision - See in total darkness for 60ft.
Gnome Cunning - Gain Advantage on all Charisma, Wisdom and Intelligence saving throws against magic.
Natural Illusionist - Gain Minor Illusion as a Cantrip, using Intelligence.
Speak With Small Beasts - Through gestures and noises, communicate with small or smaller animals.

Skills Athletics -1, Acrobatics +3, Animal Handling +1, Deception +0, Investigation +3, Intimidation +0, Nature +3, Performance +0, Persuasion +0, Medicine +1, Sleight of Hand +3, Religion +3.
Proficient Skills Arcana +5, History +5, Perception +5, Insight +5, Survival +3, Stealth +5.
Tool Proficiency - Alchemist’s Tools +5, Thieve’s Tools +5, Tinker’s Tools +5, Smith’s Tools +5, Cartographer’s Tools +5
Languages Common, Draconic, Gnomish

Combat Gear - Thunder Cannon, Rapier, Studded Leather Armour,
Tools - Thieve’s Tools, Tinker’s Tools, Smith’s Tools
Gear 1 x Common Clothes, Case Containing Map, Bullseye Lantern, A Miner’s Pick, Shovel, Two Person Tent.
Backpack, 1000 Ball Bearings, 50ft Rope, Hooded Lantern, 2x Pints Oil, Tinder Box, 5x Rations, Waterskin.
Cash 5gp

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Special Abilities
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Background - Archaeologist - Those who study and respect the knowledge of the ancients.
- Dust Digger - A trinket from an old dig (Sledehammer)
- Historical Knowledge - Identify the builders of ancient ruins, and the worth of art more than century old.

Expertise - Choose two skills, or the use of Thieve’s Tools (Perception and Insight). Add double Proficiency Bonus.
Sneak Attack - Add an additional 1d6 to damage to one attack when you have Advantage on an attack or another enemy is within 5ft of the target.
Thieve’s Cant - Communicate with anyone else who can also speak it, and read signs left with important information.

Artificer Specialisation - Gunsmith - The art of building firearms.
- Gunsmith - Gain proficiency with Smith’s Tools, and learn the Cantrip Mending.
- Thunder Cannon - Build and operate a heavy gun that inflicts 2d6 damage. Replacing it costs 100gp and 3 days effort.
- Arcane Magazine - The ammunition source for the Thunder Cannon. Each long rest creates 40 rounds, and each short rest creates 10. A new one can be built for 25 gp as part of a long rest.
Magic Item Analysis - Gain the use of Detect Magic and Identify as spells, and can be cast as Rituals. If cast as a ritual Identify doesn’t require a material component

Appearance:
Standing at just over 3ft tall and fairly slight, many larger races would overlook Enizver, and find the fact he’s carrying a strange looking metal and wood stick with a metal drum of some kind over one shoulder odd at best, but Enizver smiles cheerfully. He keeps grinning when the strange stick is aimed, too, and when he pulls the trigger…

Dark skinned, with wild hair and a neatly trimmed, braided beard, Enizver looks much like most of his kin do. He wears a long, heavy and fur lined coat of the darkest green leather with black wooden buttons over his armour and travelling gear, and an almost comically large packpack with various odds and ends all over it. Much of his equipment is hooked onto this bulging bag.

Atop his wild hair usually sits a wide brimmed hat the same green as his coat with a thick band around it. He speaks in a strong alto voice and typically smells of metals and grease.

Personality:
Curious and mercurial, Enizver is on a hunt for power and knowledge. For him they are more or less the same thing. The deeper his understanding of the world, magic and existence work the greater things he can create, and the more power he gains.

It would be fair to say that, at this point, that hunt is both the journey and the destination. Enizver currently has no greater goal, no burning ambition or dream he seeks to achieve. Many have been led astray by such a thing, and it’s certainly possible that Enizver could be too, that the lure of power could take him to dark places.

But he also has the loose idea that knowledge such as this could and should be used to make lives better. Take his handcannon, a weapon of immense destructive potential. But just like a bow it can also be used to defend, or to hunt food. With a handcannon and clean kill be performed at a greater distance. Less training and skill is required to use it. And thus, lesser hunters can go from being unable to provide to putting food on the table. A guard could fight off a monster with minimal training and at great range.

Of course, balance is an issue too. Such a change could shift things dramatically. And knowledge could be used to understand those changes and smooth over the worst of it. So for now...he seeks knowledge

History:
A simple Gnome from a simple village, Enizver would likely have remained a simple forest Gnome if not for a simple piece of luck. An old tomb complex, buried deep in the woods, far from everyone. It had long since been picked clean by countless adventurers and monsters, and its traps long disarmed and destroyed, but it was a fascinating place for a young man to explore.

Enizver spent countless hours wandering the complex, studying the images carved in to its walls, the traps in the walls, the bones of its defeated guardians. As he grew older, he noticed something odd. A section of the building in the middle, without a doorway or entrance. He became convinced that somewhere in that section was untapped treasures that no one had been able to find, but also knew that such areas were likely to contain traps, or monsters.

So he learnt the skills he needed to deal with such things, the art of disarming traps or picking locks, and the skills to fight. Perhaps not too surprisingly it turned out the best place to learn such a skillset was the local thieves, who used a combination of blade work, stealth and lock picks to lighten the load of various ‘acceptable’ targets, which comprised mostly of merchants knowing for being especially unfair in their dealings and tax collectors.

Despite this extensive education, Enizver still could not locate the hidden door that he was certain was there. Feeling he was going a little mad, he eventually came up with a plan that someone less obsessed may have thought twice about - taking a sledge hammer to a section of wall already cracked by time and wear.

Surprisingly, it worked. Perhaps more surprisingly, Enizver was right. Beyond the wall was ancient rooms and corridors that hadn’t seen the light of...well, anything for uncounted centuries. In such a time even the finest materials crumble, the most powerful of spells fade, and as such there wasn’t much beyond those walls. Strange odds and ends with just a hint of power remaining, holding the delicate materials together. Stone carvings in tongues no one could speak, now. And in one room a strange tube. Its handle had long since gone, and its body of metal was nothing but rust, and the bronze shells next to it were a mystery...but nevertheless the ruined weapon intrigued Enizver.

Even without being able to read the runes on the wall, the images showed the thing being used. Using those odds and ends to fund it, Enizver bought books of alchemy, learning the principles behind the strange weapon, a firearm of some kind. This one seemed a little different, however, incorporating elements of magic. It took a lot of trial and error, a lot of effort, and more than one pair of eyebrows.

But eventually Enizver had a functioning handcannon. Not only that but he was able to put a bullet through a solid brick wall at 50 paces. Impressed by the untamed lethality, and pleased that his work had also resulted in a solid understanding of magical items if not magic itself, Enizver looked around for something to do with this knowledge and power and realized that it was not suited to a sleep village, nor casual theft the next town over. He yearned for greater things. So he packed up what he could and went to find something more.


Dotting for interest. Thinking a sorcerer/warlock for some healing and ranged damage (and maybe some buffs?). Basic backstory would be something along the lines of character starting off as a sorcerer (divine soul) and then village got wiped out and s/he wasn't able to help, so wound up making a warlock pact (or maybe s/he was about to also die and ended up making a pact in order to live?). I'll work on fleshing things out and getting a submission over the next day or so.


Most interested.

I will try to get a submission together tomorrow. A friend is coming for our tabletop games, and while my knowledge of Ebberon and 5th Ed is limited, his is voluminous.

Leaning towards a Circle of Anathema Druid/ Grave Domain Cleric. The character started as a normal druid, was forcibly inducted into some form of cult and the necrotic energies of the death domain corrupted the natural Druidic powers into an Anathema.

It should be a good fit with the current players, who don't have any of either class.


I actually have a character that meets build specification already, minus the uncommon item
He's a fighter (eldritch guardian)/rogue (arcane trickster)


John: I know holidays can be crazy. Let's give it a couple days to see who's interested but don't worry that I'll exclaims your character from consideration.

Joynt: Sounds good.

Cale: A fighter will have a bit more trouble getting in given both party members have fighter.


Given gestalt I don't see that as a big deal, Cale brings skill monkey stuff to the table, alongside two sets of casting and hella high AC, but if this isn't the group for him that's fine


Certainly feel free to submit whatever you wish. I was just pointing out that fact.

Joynt, I would warn you that having skeletons follow you around at higher level would be frowned on by civilization and perhaps the entire party so you'd have to be ready to give up the undead servants if the group decided that way.


Pawn's Dilemma GM wrote:
Joynt, I would warn you that having skeletons follow you around at higher level would be frowned on by civilization and perhaps the entire party so you'd have to be ready to give up the undead servants if the group decided that way.

OK, but a bunch of Ghouls would of course be fine? Maybe not.

Actually, I fully understand that. Turning into undead and monstrosities, but mostly undead, could be seen as anti-social also.

Is creating undead seen as an innately evil act as it usually is in Pathfinder? If so I probably won't do it at all.

My character is not going to be evil. A neutral, or more likely good, character corrupted in part, but still in control and on the side of the angels is the concept.

And your player characters are all, or mostly good yes?


Yes the party's pretty well on the good side. From the PHB

"Most people see necromancers as menacing, or even
villainous, due to the close association with death.
Not all necromancers are evil, but the forces they
manipulate are considered taboo by many societies."

Oddly, that's all necromancy spells. So it comes down to how much and how visibly you participate in necromancy. Undead are pretty visible.

Personally, I love having some nice undead. I played a level 20 5e wizard for a oneshot who passively dealt over a thousand damage a round from his army of skeleton archers.


Cool. And yes, this holiday was very...busy.

...and by busy I mean a new and fresh level of hell to explore, but such is life.


Still chugging along on my submission. Crunch is mostly done (just missing gear) and then need to write down the fluff that's in my head. One half is a divine soul sorcerer with a focus on healing (and one buff spell) and the other is a hexblade warlock focused on ranged damage. I should hopefully have the completed submission by tomorrow.


Sounds good. In interests of getting our game moving again, I'll accept the first three quality submissions.


Ok, I think I'm about done. Backstory was getting a little long, so I glossed over the details of a few scenes. Let me know if I'm missing anything.

Olivia Moore
Race: Human (Variant) Background: Hermit Class combo: Sorcerer/Warlock
STR 8 (-1) DEX 11 (+0) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 16 (+3)
HP 27 (HD: 3d8)
AC 13
Initiative +0
Speed: 30' Land
Proficiency +2
Alignment: NG

Proficiencies:
Saving Throws: Constitution, Wisdom, Charisma
Skills: Perception, Medicine, Religion, History, Nature
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, simple weapons, martial weapons, pact weapon
Armor: Light, Medium, shields
Tools: Herbalism kit
Languages: Common, Sylvan, Celestial

Spellcasting:
Spell Attack: +5 (Cha)
Spellcasting DC: 15
Spell Slots (Sorcerer/Warlock)
1st Level: 4/0
2nd Level: 2/2
3rd Level: -
4th Level: -
Cantrips Known (4/2):

Class & Race Abilities:
Class 1 Features: Sorcerer
Skills: -
Lang: -
Spellcasting (See spells known) Spells known 4
0: Guidance, Spare the dying, Thaumaturgy, Light
Bonus: Cure wounds
1: Shield of faith, Feather fall, Aid
2: Prayer of healing
Other features
- Sorcerous Origin: Divine Soul
-- Can select spells from either the Sorcerer or Cleric spell list
-- Affinity: Good (Add Cure Wounds to spells known)
-- Favored by the gods: +2d4 to failed saving throw or miss with attack roll once per short/long rest
- Font of Magic: 3 sorcery points
- Metamagic: Quickened, Twinned

Class 2 Features: Warlock
Skills: History, Nature
Lang: -
Spellcasting (See spells known). Spells known 4
0: Eldritch Blast, Prestidigitation
1: Hex, Comprehend languages, Shield
2: Misty step
Other features
- Patron: Hexblade
-- Proficient with medium armor, shields, and martial weapons
-- Use Cha instead of Str/Dex for attack and damage with one non-two-handed weapon you're proficient with or your Pact of the Blade weapon (no matter the type)
-- Hexblade's Curse: Curse someone within 30 ft as a bonus action once per short/long rest. Curse lasts 1 min or until the target dies, you die, or you are incapacitated. Until the curse ends
1) Add proficiency bonus in damage vs target
2) Any attack roll against target crits on a 19 or 20
3) If cursed target dies, you heal HP = Warlock level + Cha mod
-- Expanded warlock spell list
- Pact: Pact of the Blade
- Eldritch Invocations: Agonizing blast, improved pact weapon

Race Features: Human (variant)
Ability Score: +1 cha, +1 con
Speed: 30
Size: Medium
Languages: Common, Celestial
Other racial features:
- Proficiency in Perception
- Feat: Healer


Inventory:

Coins & Gems:
GP 81
EP 0
SP 7
CP 0

Armor:
- (Sold starting leather armor)
- Chain shirt (50 gp)
- Shield (10 gp)

Weapon:
- Pact weapon
- 40 arrows (2 gp)
- 2 daggers (sold 2 daggers)
- (sold 2 handaxes from starting gear both)
- Light crossbow with 20 bolts

Trinkets:

Other Items:
- Broom of flying (uncommon item)
- Arcane focus
- Component pouch
- Dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 ft hempen rope)
- Scholar's pack (backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife)
- Scroll case stuff full of notes from your studies
- Winter blanket
- Set of common clothes
- Herbalism kit x3
- Ball bearings (1 gp)
- Caltrops (1 gp)
- Chalk x10 (1 sp)
- Grappling hook (2 gp)
- Hunting trap (5 gp)
- Steel mirror (5 gp)
- Oil flask (1 sp)
- Quiver (1 gp)
- Signal whistle x2 (1sp)
- 50 ft silk rope (10 gp)
- Potion of healing (50 gp)

Items acquired in game:

Background:
Hermit
Prof: Medicine, Religion
Tools: Herbalism kit
Language: Sylvan

Feature: Discovery One potential "discovery" is mentioned in background and leads to Olivia gestalting into Warlock. I'm open to a different discovery if the DM thinks it would be interesting/useful.
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

I'm taking the 'can be customized' to mean I can just make these up instead of picking from the list. Though I'm a little unsure how to fit my idea of a character into this framework, so appologies if, for example, my custom "bond" isn't really a bond.

Olivia Moore
Trait: If people find out I'm possessed, they will turn on me
Trait: It's best to stay out of the limelight

Ideal: There is always redemption for those who seek it

Bond: A terrible fate awaits me if I can't rid myself of my demon(s)

Flaw: When the going gets touch, I run away

Alter ego: Liv the Id
Trait: Live for today for who knows what tomorrow may bring
Trait: A little fun never hurt anybody

Ideal: Meddling in other's affairs only makes things worse

Bond: I must protect Olivia no matter what

Flaw: I don't think about the potential consequences of my actions

Backstory and Character Description:
Olivia Moore is the daughter of an apothocary (her father) and a former knight and adventurer (her mother). At a young age, she started to exhibit signs of magic. This in itself wasn't that extraordinary -- she was at about the age such things typically manifested -- though it was a little odd that she seemed to have an affinity for healing. But as well her mother knew, such things weren't unheard of. However, it was uncommon enough that other people in her small village (most of whom had spent little to no time out in the wider world) had not heard of such a thing before and began to talk. Sensing an opportunity for their own social and political advancement, her father's sisters began spreading rumors that Olivia was a blessed child, specially chosen by a god long thought dead. Such claims worried her parents, and as Olivia's aunts became more and more outspoken about their claim, her parents eventually decided to quietly send her far into the woods, ostensibly to learn herbalism from the hermit who had taught her father.

Things went swimingly for the next several years. Olivia learned a lot and no one from her village seemed able to find her remote forest location. One day, Olivia was running through the forest, playing and exploring, when she tripped and tumbled down a hill. The force of her landing caused a small, underground tunnel to collapse. Suffering only minor bumps and bruises and an insatiable curiousity, Olivia decided to explore the tunnel. The tunnel lead to ruins lead to the girl accidentally releasing some monster bound within. The monster immediately attacked her, bringing her to the edge of death's door, where she saw a vision of a shadowy blade and a soft woman's voice promising protection and strength. In a panic, she grabbed the weapon, but as soon as she did so the blade turned, plunging itself into her and slashing violently upward. Olivia felt something rip in half.

Unknown to Olivia, this fractured her psyche. At this point her other half, Liv, took over. Liv misty steped to the other side of the monster and used her new warlock powers to put up just enough of a fight that the monster -- weak from its long captivity -- decided she wasn't worth killing.

When she came to, she was still in the ruins, badly hurt but still intact. There was no sign of the monster, and not wanting to wait for its return, she scrambled out of the ruins and back to the hermit's camp. To her horror, her mentor had been torn to shreds. In a daze, she buried his remains and set out to try to find her home village, but she hadn't really been paying attention on the journey from there so many years ago and was unable to find it. Around that time she started to become aware of missing pieces of time. Pieces that sometimes involved waking up next to dead things. Mostly predatory animals, but when she one day woke up next to what looked like dead thugs, she began to really worry.

Gradually she became aware of a second personality that seemed to take over in times of stress. Convinced she was possessed by some evil being (after all, "Liv," her id, seemed to keep killing people/animals), Olivia began looking for a way to rid herself of her demon. And after one bad experience in a small town, learned that it was best to keep her possession to herself. Hoping that a larger settlement would have better resources for such things, Olivia began to head towards Waterdeep. And when she received her vision, believing that the toothy maw belonged to none other than the beast she had unleashed, she became convinced that the way to her redemption (and to lose Liv) was to end this menance.

-----

Olivia is a fair girl of slight build. She has pale skin, long platinum blonde hair, and pale blue eyes. She tends to hunch slightly in an attempt to make herself smaller and less noticable. She tends to be shy and uncertain and in many ways naive. She likes stories, peace and serenity, reading, and helping others. She dislikes loud places and loud or pushy people. She currently has no knowledge of what Liv gets up to and believes her to be a demon or devil possessing her.

Liv, on the other hand, is confident and kind of impulsive. She believes in going after what she wants, and looking after number one. Where Olivia would like to run from a fight, Liv would rather put down the threat. If she had control, she probably never would have agreed to help out on some silly vision quest that is probably just going to get her killed. But unfortunately for her, Olivia is in control most of the time. She's aware of everything Olivia does, and is a little miffed that the girl thinks she's evil ("I'm not evil; I'm just practical") when all she's doing is protecting a silly little girl who keeps getting them both into trouble. She likes stories, lively parties, and having a good time. She dislikes bullies, busybodies, and people who take things too seriously.

-----

Olivia desperately tried to get the attention of the city guard ushering the clump of people into the city of Waterdeep. "Uhh, e-excuse me? Sir? Could I maybe get directions to-". She was jostled by someone behind her causing her to lose her train of thought. Not that it mattered; her words were drowned out by the crowd, and the guard seemed more intent on his conversation with the buxom lady next to him. Clearing her throat, she tried again, her voice only maginally louder. "Excuse me? Sir? I need to find-" This time the jostling person managed to knock her down, plunging her into a word of mud and a sea of countless legs. She began to panic. Why were there so many people? Surely she'd be trampled.

Oh for pete's sake... From somewhere in the back of her head, Liv rolled her eyes and took over. Standing, she made a few gestures to prestidigitate the mud off of her clothes. The small act of magic quickly had people backing away to give the spellcaster who might be casting fireball a wider bearth. Straightening her shoulds, Liv walked up to the guard and tapped him on the shoulder. When he looked at her, she gave him her best smile before asking, "Excuse me but could you direct me to the nearest temple? Then I'll let you get back to your conversation with this lovely young lady." She threw a wink at the woman for good measure as she waited expectantly for the guard's response.

The next thing Olivia knew, she was next to the guard hearing "...head down this street, make a left at the courtyard, and continue on until you see the foundtain. Then it's a right and keep walking until you hit the temple to Tyr." She blinked, ducking her head and mumbling a quick 'thank you' before fleeing the man's odd look.


Have only looked over these briefly but here are a couple of minor mechanical thoughts. Please disregard if you don't like my opinion:

John: Looks interesting. Might want to consider putting expertise in stealth, though, as the party definitely doesn't have another scout. I gave Anon A Mouse mechanical feedback so I didn't want you to feel left out. ;)

Anon A Mouse: Great name, btw. I love the idea you have going here. Have you considered healing word over cure wounds? Less healing per spell slot but far better action economy and you're really, really not going to be limited by spell slots compared to other characters. Also, guiding bolt makes for an incredible twinned spell. Just saying. ;) I love the divine soul sorcerer, which is the only reason I'm offering opinions on it.

Scarab Sages

Pathfinder Starfinder Society Subscriber

Race: Human (Variant) Background: Sage Class combo: Cleric / Wizard
STR 12 (+1) DEX 13 (+1) CON 10 (0) INT 16 (+3) WIS 16 (+3) CHA 8 (-1)
HP 18 (HD: 3d8)
AC 11
Initiative +3
Speed: 30' Land
Proficiency +2
Alignment: N

Proficiencies:
Saving Throws: Int, Wis, Cha
Skills: Arcana*, History*, Insight, Investigation, Medicine*, Nature*, Perception, Religion*
*=expertise
Weapons: All simple
Armor: light, medium, and shields
Tools: none
Languages: Common, Elven, Dwarven, Gnome, Draconic, Sylvan, Undercommon

Spellcasting:
Spell Attack: +5
Spellcasting DC: 13
Spell Slots
W 1st Level: 4 :
W 2nd Level: 2 :
W Cantrips Known (3):
C 1st Level: 4 :
C 2nd Level: 2 :
C Cantrips Known (3):
*= ritual spell

Class & Race Abilities:
Class 1 Features: Wizard
Skills: -
Lang: -
Spellcasting (See spells known)
Other features : Arcane Recovery (2), Arcane Tradition (Lore Mastery), Lore Master, Spell Secrets
Spellbook:
1st:
2nd:
*= ritual spell

Class 2 Features: Cleric
Skills: Medicine, Insight
Lang: -
Spellcasting (See spells known)
Other features: Divine Domain (Knowledge), Channel Divinity (Knowledge of the Ages) (1/day), Blessing of Knowledge (Nature, Religion) (Sylvan, Undercommon)

Race Features: Human
Ability Score: +1 int, +1 wis
Speed: 30
Size: Medium
Languages: Common, Elven
Other racial features: skill: Perception
Feat: Prodigy (Investigation, Herbalist’s Kit, Dwarven) (*Medicine)


Inventory:

Coins & Gems:
GP 200
EP 0
SP 0
CP 0

Armor: Chainmail, shield

Weapon: Quarterstaff, Mace, Dagger

Trinkets:

Other Items:
Priests Pack, Holy Symbol (Mystra)
Arcane focus (Holy Symbol), Scholar’s Pack, Spellbook
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Items acquired in game:

Background:
Sage
Prof: Arcana, History
Lang: Gnome, Draconic
Tools: -

Speciality: Researcher

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Trait: I use polysyllabic words that convey the impression of great erudition.
Trait: I am horribly, horribly awkward in social situations.

Ideal: Logic. Emotions must not cloud our logical thinking. (Lawful)

Bond: My life’s work is a series of tomes related to a specific field of lore (The Connection Between Magic and Ascension).

Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Backstory and Character Description:

Wrinil was born the youngest of 4 sons to a prominent librarian couple in Waterdeep. While his other brothers looked beyond the walls of the library, Wrinil did not. He cared little for the outside world initially, preferring the company of biographies of adventurers. His favorite stories were those about Mystra, the Weave, and her Chosen. He eventually found a spellbook amidst the books and took to magic quickly. His studious mind caused him to excel. At the same time he began his magic independent studying, he also took on another responsibility at the local Mystra temple. Between working for his parents, the temple, and his studies, Wrinil had no time for the standard activities youth of his age would normally partake. His life didn’t take any direction shifts as he grew. He gained a proficiency in both organized magic practitioning and divinely blessed magic practitioning, clearly Mystra approved to some capacity.

I’d love to continue with more backstory, but I’d need more information on how I’d be incorporated. This is so that I can smoothly transition Wrinil into the campaign with appropriate character development and build up.

Spoiler:

[spoiler=Notes]

[spoiler=Spell Notes]


Pawn's Dilemma GM wrote:
John: Looks interesting. Might want to consider putting expertise in stealth, though, as the party definitely doesn't have another scout. I gave Anon A Mouse mechanical feedback so I didn't want you to feel left out. ;)

It is a good idea. I want to keep Insight, because when I level up I'll be using the Inquistive Archetype, and the Insightful Fighting ability uses Insight to give me a better chance at Sneak Attack. Perception...well, I'd love to get a bonus to Perception, but it can probably wait until later.


Pawn's Dilemma GM wrote:
Anon A Mouse: Great name, btw. I love the idea you have going here.

Thanks! :-)

Pawn's Dilemma GM wrote:
Have you considered healing word over cure wounds? Less healing per spell slot but far better action economy and you're really, really not going to be limited by spell slots compared to other characters. Also, guiding bolt makes for an incredible twinned spell. Just saying. ;) I love the divine soul sorcerer, which is the only reason I'm offering opinions on it.

Hmm, oddly when thinking about healing word, action economy is not something I considered (maybe because I haven't played a healer in 5e before), only range and amount of healing. I was thinking Cure Wounds for empowered healing, but now I realize that I don't get that for a while, so Healing Word might be a better choice (especially since I also went with a feat that gives me more healing anyway). I will think more on the guiding bolt suggestion; my current plan was probably to twin shield of faith and possibly cure wounds.

I should also buy more crossbow bolts and ditch the arrows since I just realized that I can do slightly more damage making my pact weapon a heavy crossbow than with my eldritch blasts until I reach 5th level. And I'm probably never going to get multiple weapon attacks, so a longbow will never be better.


To make backstory easier for all of you, this is how you will be introduced: Near a small outlying village of Waterdeep, a cult of Yeenoghu has been kidnapping villagers. Perhaps you were in the village for a different reason or perhaps you were investigating the kidnappings but you found yourself dragged out of your bed one night by gnolls, humans, and a troll! You were knocked unconscious and woke up in a cage in a cave.

Liking the submissions so far!

Saasha: Am I missing your wizard spells known somewhere? Lore master is another one of my favorite archetypes, btw. So incredibly good.

Anon A Mouse: I totally get you. It's so hard to pick such limited spells known.

All, these three are looking good to me. I'll provide some more feedback soon and once we're all ready to go, we'll hop right in.

Scarab Sages

Pathfinder Starfinder Society Subscriber

No, I have't done them yet, I just wanted to submit the main bulk of the character to get some eyes on it to see if I'd flubbed somewhere.

EDIT:
Spellbook:
(1): Burning Hands, Comprehend Languages*, Detect Magic*, Identify*, Magic Missile, Sleep, Tenser's Floating Disc*, Unseen Servant*
(2): Invisibility, Misty Step
*= ritual spell

W Cantrips Known (3): Prestidigitation, Mage Hand, Fire Bolt
C Cantrips Known (3): Light, Thaumaturgy, Mending

Scarab Sages

Pathfinder Starfinder Society Subscriber

I figured I might as well repost the entire thing

Race: Human Background:Sage Class combo:Cleric / Wizard
STR 10 (0) DEX 10 (0) CON 10 (0) INT 16 (0) WIS 16 (0) CHA 13 (0)
HP 18 (HD: 3d8)
AC 10
Initiative +3
Speed: 30' Land
Proficiency +2
Alignment: N

Proficiencies:
Saving Throws: Int, Wis, Cha
Skills: Arcana*, History*, Insight, Investigation, Medicine*, Nature*, Perception, Religion*
*=expertise
Weapons: All simple
Armor: light, medium, and shields
Tools: none
Languages: Common, Elven, Dwarven, Gnome, Draconic, Sylvan, Undercommon

Spellcasting:
Spell Attack: +5
Spellcasting DC: 13
Spell Slots
W 1st Level: 4 : Magic Missile, Burning Hands, Sleep, Comprehend Languages
W 2nd Level: 2 : Invisibility, Misty Step
W Cantrips Known (3): Prestidigitation, Mage Hand, Fire Bolt
C 1st Level: 4 : Cure wounds, Sanctuary, Create or Destroy Water
C 2nd Level: 2 : Silence, Augury, Aid
C Cantrips Known (3): Light, Thaumaturgy, Mending

Class & Race Abilities:
Class 1 Features: Wizard
Skills: -
Lang: -
Spellcasting (See spells known)
Other features : Arcane Recovery (2), Arcane Tradition (Lore Mastery), Lore Master, Spell Secrets
Spellbook:
(1): Burning Hands, Comprehend Languages*, Detect Magic*, Identify*, Magic Missile, Sleep, Tenser's Floating Disc*, Unseen Servant*
(2): Invisibility, Misty Step
*= ritual spell

Class 2 Features: Cleric
Skills: Medicine, Insight
Lang: -
Spellcasting (See spells known)
Other features: Divine Domain (Knowledge), Channel Divinity (Knowledge of the Ages) (1/day), Blessing of Knowledge (Nature, Religion) (Sylvan, Undercommon)

Race Features: Human
Ability Score: +1 int, +1 wis
Speed: 30
Size: Medium
Languages: Common, Elven
Other racial features: skill: Perception
Feat: Prodigy (Investigation, Herbalist’s Kit, Dwarven)


Inventory:

Coins & Gems: Pearl (100g)
GP 100
EP 0
SP 0
CP 0

Armor: Chainmail, shield

Weapon: Quarterstaff, Mace, Dagger

Trinkets:

Other Items:
Priests Pack, Holy Symbol (Mystra)
Arcane focus (Holy Symbol), Scholar’s Pack, Spellbook
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Items acquired in game:

Background:
Sage
Prof: Arcana, History
Lang: Gnome, Draconic
Tools: -

Speciality: Researcher

Feature: Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Trait: I use polysyllabic words that convey the impression of great erudition.
Trait: I am horribly, horribly awkward in social situations.

Ideal: Logic. Emotions must not cloud our logical thinking. (Lawful)

Bond: My life’s work is a series of tomes related to a specific field of lore (The Connection Between Magic and Ascension).

Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Backstory and Character Description:

Wrinil was born the youngest of 4 sons to a prominent librarian couple in Waterdeep. While his other brothers looked beyond the walls of the library, Wrinil did not. He cared little for the outside world initially, preferring the company of biographies of adventurers. His favorite stories were those about Mystra, the Weave, and her Chosen. He eventually found a spellbook amidst the books and took to magic quickly. His studious mind caused him to excel. At the same time he began his magic independent studying, he also took on another responsibility at the local Mystra temple. Between working for his parents, the temple, and his studies, Wrinil had no time for the standard activities youth of his age would normally partake. His life didn’t take any direction shifts as he grew. He gained a proficiency in both organized magic practitioning and divinely blessed magic practitioning, clearly Mystra approved to some capacity.

Because of his academic nature, Wrinil was called to help investigate the disappearance of some individuals where symbols were left behind. So, Wrinil nervously packed up and, with much hesitation, left for the small village. How he was going to deal with people, he did not know.

Spoiler:

[spoiler=Notes]

[spoiler=Spell Notes]


John: Love the backstory. Can you tie it into how I'll be bringing you in a little?

Olivia: Same thing! I like the multiple personalities as an explanation of the gestalt. Nice.

Saasha: I'd love to know a little more about your character. E.g. why is he so interested in the divine and the arcane?


The easiest way to tie me in is that Olivia was on her way to Waterdeep in the hopes that such a large city would have the means to rid her of her demon (if she still had the vision mentioned in the original recruitment, that's presumably where she got the idea the Waterdeep would help her). The village was on the way to Waterdeep, so Olivia was just there passing through when she got kidnapped.

Scarab Sages

Pathfinder Starfinder Society Subscriber

"Bond: My life’s work is a series of tomes related to a specific field of lore (The Connection Between Magic and Ascension)."

At the moment, simply because he is good at it. He's generally anti-social, what he's good at is kinda all he has.

I haven't delved deeply into the character because I am more preferential to character development during the game. If other players (GM included) help me refine my character then everyone has a connection to my character instead of me just plopping in with a predetermined block of character. Predetermined block characters have a much more difficult time with character development during the game. They tend to be less flexible when flexibility is important for story progression.

Maybe he has some distant spark of divine? Maybe he's been manipulated to play a role in some evil person's plan? Who knows the real reason? The character at the moment though is doing it because he's good at it.


Both of you: Yeah that can work.

Saasha and John: Pick your uncommon magic items but go ahead and be ready to post in gameplay. Your cue will be pretty clear and immediate.


Gotcha. I'll level up and update my history this evening.


I guess I'll choose the Headband of Intellect. That feels right. Aye aye.

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