Mercenaries of Eberron
Starting Level: 3 Gestalt
Ability Score Generation: 40-point buy
Alignment: Any Neutral or Good. No Evil Characters.
Starting wealth same 3,000 gp, perhaps no more than 1/3 spend on one item.
Maximum HPs for character Hit Dice, +20 Hit Points.
Action Points are a per day economy, not per level.
House Rule: Instead of a feat at 1st, 3rd, etc..., you get one at each level.
Current plan
Duskblade/factotum 3/3
--------4 / 4 same
--------5 / 5 same
6th level Factotum 6 / DB 5---abjurant champion 1
7 factotum...............DB5 AC 2
8 factotum / BD 6 AC3
Option 2
Duskblade / Beguiler or spell thief (feat Master Spell Thief)
Revised plan
Duskblade 3 / Rogue 2 / Wizard 1
DB 4 / R2 / W2
DB 5 / R2 / W3
DB 6 / R2 / W3+Aburant champion
Chameleon level 2 floating feat use:
Forge ring
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Name : Jack Springhill Gender: Male
Player: KK Height: 6 MAX HP: 47/47
Race : Changling Weight: 144 CUR HP:
Class : Duskblade/Factotum Age : 21 Subdue:
Level : 3 / 3 Hair : green
Align : CG Eyes : green
Deity : Ehlonna Hand : right XP :
Size : M Speed : 30 Need :
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ABILITY ABILITY TMP TMP
SCORE MOD SCORE MOD Gear/Stat Adjustments
STR : 13 : +1 : : :
DEX : 13 : +1 : : :
CON : 13 : +1 : : :
INT : 18 : +4 : : :
WIS : 13 : +1 : : :
CHA : 12 : +1 : : :
40 point buy
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Total Armour Shield Dex Size Misc
AC : 17 = 10 + 4. + 0 + 3 + +
19. Combat casting (+2)
*******19. Fight Defensively (-4 tohit/+2 AC) (never use!)
21 Full Defense (+4)
14 Flatfooted
21 = Shield spell
Total Dex Misc
Init : 5 = 1 4
Base Attack Bonus: +3
Base Attack Bonus (Melee) : +4
Base Attack Bonus (Ranged): +4
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SAVES Total Base Ability Magic Misc
Fort : 4 3 1
Refl : 4 3 1
Will : 4 3 1
+2 vs. sleep/charm
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SPECIAL ABILITIES / FEATS / RACIAL
Racial (All including Stats Adjustments):
Shapechanger Subtype: Changelings are humanoids...shapechanger subtype.
Medium: Changeling base land speed is 30 feet.
+2 racial bonus on saving throws against sleep and
charm effects: Changelings have slippery minds.
+2 racial bonus on Bluff, Intimidate, and Sense
Motive checks:
Natural Linguist: Changelings add Speak Language to their list of class skills for a
Minor Change Shape (Su):
Automatic Languages: Common. Bonus: Auran, Dwarven, Elven, Giant, Gnome,Halfling,and Terran.
Favored Class: Rogue.
Feats: Able learner (1st); Combat casting (b); Extra Spell (3rd)
Special Abilities (All include skills for classes-see the SRD DND for info)
Arcane attunement (see spellcasting section)
Combat casting (bonus feat)
Armored mage (light armor)
Arcane channeling (touch spells through a weapon)
Inspiration (4/4) points
Cunning insight (+4 attack/damage/save) costs 1 point
Cunning knowledge (+3 any skill 1/day) costs 1 point
Trapfinding (rogue class feature)
Arcane dillatante ( see spell section...1spell of up to 1st level)
Brains over brawn (use INT modifier in all str/dex skills)
Cunning defense (+4 to AC/one round,) costs 1 point
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LANGUAGES: Common , Auran, Dwarven, Elven,Terran
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SKILLS 60 points *Attribute Ranks Misc. Total
C Appraise Int +4 1 5
C Balance Dex +4 1 5
C Bluff Cha +1 1 2race 4
C Climb Str +4 1 5
C Concentration Con +1 2 3
C Craft Int +4
----armor " 1 4
----bow " 1 4
----weapon " 1 4
C Decipher Script Int +4 1 5
C Diplomacy Cha +1
C Disable Device Int +4 5 +2 11
C Disguise Cha +1 1 +10 12
C Escape Artist Dex +4 1 5
C Forgery Int +4
C Gather Information Cha +1
C Handle Animal Wis +1
C Heal Wis +1
C Hide Dex +4 4 8
C Intimidate Cha +1 +2 3
C Jump Str +4 1 5
C Knowledge Arcana Int +4 2 6
C Knowledge Architecture Int +4 1 5
C Knowledge Dungeoneering Int +4 1 5
C Knowledge Geography Int +4 2 6
C Knowledge History Int +4 1 5
C Knowledge Local Int +4 1 5
C Knowledge Nature Int +4 2 6
C Knowledge Nobility Int +4 1 5
C Knowledge Religion Int +4 2 6
C Knowledge Planes Int +4 2 6
C Listen Wis +1 1 2
C Move Silently Dex +4 5 9
C Open Lock Dex +4 3 +2 9
C Perform Cha +1
C Profession Wis +1
C Ride Dex +4
C Search Int +4 5 9
C Sense Motive Wis +1 1 +2rc 4
C Sleight Of Hand Dex +4
C Speak Language Int +4
C Spellcraft Int +4 2 6
C Spot Wis +1 4 5
C Survival Wis +1 1 2
C Swim Str +4 4
C Tumble Dex +4
C Use Magic Device Cha +1 1 2
C Use Rope Dex +4
+2 racial bonus Bluff, Intimidate, and Sense Motive
*Brains over brawn, use int modifier on STR and DEX skills
Skill trick: none
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WEAPONS
TAB DAM CRIT RNG WGHT SIZE TYPE
MW Guisarme +5 2d4+2 19-20 Reach/trip M Slash
Spiked Gauntlet +4 1d4+1 M P
MW composite (+1) longbow +5 1d8+1. 100 P
Handaxe (from QA) +4 1d6+1
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ARMOR ARMOR CHECK MAX SPELL
TYPE BONUS PENALTY DEX FAIL SPEED WGHT PROPERTIES
Mithral chain shirt. +4. 0 +6 0% ? 12.5 -
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MONEY 15 gold 10 silver 100 coppers
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EQUIPMENT (IF you have a horse, list the items carried on it separetly)
The following equipment was crafted...reduced costs
Mithral chain shirt; 1,100 600gp +4 +6 10% 30 ft 12-1/2 lb.
MW composite (+1) longbow (500 250 gold)
MW Guisarme 309 155 gold
Spiked gauntlet (2) one worn 5 gold
Wilderness Array
This equipment represents everything a woodsman needs to thrive in the dark
wilds, assuming he can survive encounters with the area's residents.
Item Cost Weight
Bedroll 1 sp 5 lb.
Bucket 5 cp 2 lb.
Dagger 2 gp 1 lb.
Fishhook 1 sp -
Fishing net, 25 sq. ft. 4 gp 5 lb.
Flint and steel 1 gp -
Handaxe 6 gp 3 lb.
Hempen rope (50 ft.) 1 gp 10 lb.
Iron pot 5 sp 10 lb.
Sewing needle 5 sp -
Shovel 2 gp 8 lb.
Soap 1 gp 2 lb.
Traveler's outfit 1 gp 5 lb.
Waterskin 1 gp 4 lb.
Whetstone 2 cp 1 lb.
Winter blanket 5 sp 3 lb.
Total 21 gp, 2 sp, 2 cp 59 lb.
Backpack
Spell component pouch
Masterwork Thieves Tools (PH, 50 gp) +2 to Disable Device/Open Lock
Arrows-60/60
TOTAL WGHT:
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MAGIC ITEMS
Chronocharm of the horizon walker (500 gold)
Price (Item Level): 500 gp (3rd)
Body Slot: Throat Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: Swift (command); Weight: —
This charm shows a rising sun half-obscured by the horizon.
Like other chronocharms, this item slows your perception of time for a
specific, singular purpose. When you activate a chronocharm of the horizon
walker, you can move up to half your speed as part of the same swift action
used to activate it; this movement does not provoke attacks of opportunity.
When determining the distance you can move, round down to the nearest 5-foot
increment.
This ability functions once per day.
Prerequisites: Craft Wondrous Item, expeditious retreat.
Cost to Create: 250 gp, 20 XP, 1 day.
Source: Magic Item Compendium
Eternal wand: 2/day
1st level spell vigor, lesser (fast healing 1 for 11 rounds) 820 gold
Potions CLW (4/4) 200 gold
Arcane scrolls: (25 gold each)
(6)Alarm
Charm person
(2)comprehend language
(3)expeditious retreat
grease
hide from animals
hide from undead
hypnotism
jump
magic missle
(3)mount
(3)obscuring mist
(6)protection from evil
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SPELLS
Arcane Attunement (Sp): You can use the spell-like powers 7/7-day (3+INT)
Dancing lights, Detect magic, Flare, Ghost sound, and Read magic
These spell-like powers do not count against your total of spells known or
spells per day.
Spells per day 5/5 0th level
Acid Splash: Disrupt undead; ray of frost; touch of fatigue
1st level spells per day: 5/5
spells known <4+1>
Burning hands
Chill Touch
Resist energy
Shocking grasp
Shield (feat extra spell)
Arcane dillettante (any one spell of 0-th or 1-st level wiz/sorcerer)
*-marks the spell prepared....
caltrops 0-th
*Feather fall
Grease
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COMPANION
This message was last edited by the GM at 14:07, Tue 02 Aug 2022.