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View Full Version : [3.5] Solo Campaign Gestalt Help



AngelOmnipotent
2009-06-23, 08:07 AM
I'm starting up a solo campaign as something to do in our spare time, and I've said to my player to make his character Gestalt.
Setting: Eberron, Xen'Drik/Stormreach based but lots of travelling so abundant magic and high chance of getting hired help.
Sources available: All
Starting level: 1
House Rules:

- HP: When rolling HP, roll twice and take the better result.
- Initiative: Initiative is rolled with a d12 rather than a d20. This ensures that any investment into initiative improvement is more reliable.
- Death and Dying: You are disabled from 0 to negative your CON modifier, and dying down to negative CON score. For example with a CON of 18 you are disabled from 0 to -4, and dying until -17. At -18 you are dead. However with a negative CON modifier, 6 CON for example, you are automatically dying from 0 and dead at -6.
- All source books/splat books are allowed. Any setting specific ability/feat/class/etc needs to be run past the GM first. For example Dragonmarked feats from Eberron wouldn’t be allowed unless the world had something similar.
- Clerics: Clerics are proficient with the favoured weapon of their deity.
Monks: Monks get full BaB, d10 HD and treat themselves as one size category larger for determining unarmed damage. Use Wisdom to determine To Hit but keep Strength for Damage.
- Sorcerer: Diplomacy and Intimidate as class skills; Eschew Materials as a bonus feat at 1st level; Familiar progresses by character level instead of sorcerer level.
- Multiclassing: Monks and Paladins can multiclass freely.
There are no favoured classes or multiclass penalties.
- Identifying: If a caster succeeds on a DC 25 Spellcraft or Knowledge (Arcana or Religion depending on the item), he can cast Identify without the 100gp.
- Critical Success or Failure: A natural 20 is always a success, and a natural 1 is always a failure. If a natural 1 is rolled on an attack made with a weapon, roll on the d100 fumble table.
- Skills: Hide and Move Silently are the same skill: Stealth.
- Open Lock is merged in with the Disable Device skill, but you use your DEX modifier instead of INT when unlocking a door for example. Reduces the need for split skill points, but doesn't reduce MAD.
- Any cross class skill costs only 1 skill point, but the restrictions for ranks still apply.
- Any Trained-Only cross class skill can be learned but only with good Roleplaying reason and in-game time must be taken to do so.
- Any cross class skill can be made into a class skill with 3 months of in-game training.
- Classes who receive 2 skill points now receive 4.
- Classes who receive 4 skill points now receive 5.
- Background Feats: At levels 1, 5, 10, 15 and 20 all characters gain a free bonus 'background feat', which can be any feat generally regarded as underpowered (e.g. Endurance, Skill Focus, Alertness...) and which has a strong connection to your character's background. These feats must be approved by the GM. Background feats can never be used for prerequisites, except for other background feats (e.g. Endurance -> Diehard).
- Concentration: The DC to Cast Defensively is not 15+Spell level, but rather: 10 + BAB of threatening foe + Spell Level of the spell you are trying to cast.
- Nightsticks: They don't stack, and you can't use them for anything but actually turning undead (so no using them for DMM-madness).
- Candle of Invocation: Banned :)
- Spells: Polymorph-type spells are restricted to the caster’s physical experience, so no Knowledge rolls can be used.
- Shivering Touch is banned.
- Wraithstrike now takes 1 Standard Action to cast, not 1 Swift Action.
- Called outsiders (ones summoned by a Conjuration [Calling] spell) cannot use any summoning abilities that they may or may not have.
Any summoned monster that casts a spell requiring an XP component must use the Casters XP in its place.
- All Cantrips are of unlimited use. Yes, even Cure Minor Wounds – however if you want to spend that much time between fights to heal yourselves up, bear in mind what just heard your previous fight.
- Damage from cantrip spells is subject to item hardness. No Acid Splashing through 5ft-thick Iron Walls.
- A high casting stat gives bonus spells at level 0, as many as the bonus 1st level spells granted (so a sorcerer with CHA 12 has 1 extra cantrip, one with CHA 20 has 2 extra etc.).
- Dwarves: Choose -2 Cha or -2 Dex.
- Gnomes: +2 to Int instead of +2 Con. This extends to all gnomish subraces with a Con bonus, including Whisper Gnomes.
- Half-Elves: Gain the human skill point bonus.
- Half-Orcs: No charisma penalty. Instead, they take a racial -1 to all charisma checks and charisma-based skill checks vs. other races. Also gain the human skill point bonus.
- All LA is subject to the buy-off rules as this is easier to fiddle with in a solo campaign.
- No Psionics.


Rolls: (5d6 drop the lowest 2) 16, 16, 16, 16, 13, 11

His last character was: Warlock 20 // Bard 6 / Lyric Thaumaturge 4 / Sublime Cord 10 so something that isn't like that.

The character needs to be good for a solo campaign but since neither of us have done much Gestalt before it's difficult to think up what would be a good idea. With those rolls a MAD character wouldn't be so tricky.

Help? :smallredface: