mercoledì 27 novembre 2024

Anton for Gestalt, Level 1

Anton was the most difficult among my characters to convert to Gestalt until now. And to say, he was a great “biclass” character in 2E.

However, he needed to be a primary rogue, with some swashbuckling abilities and a little spellcasting. I thought about it a lot and finally settled on this. The versatility of the Paragon class from The Experienced Player’s Encyclopedia of Esoterica allows me to give him arcane magic from level 1.

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Character Name

Level

Lineage

Culture

Class (Primary)

Class (Secondary)

Anton der Braas

1

Human

Cosmopolitan

Rogue

Paragon

Keywords: Humanoid, Human, Elf, Rogue, Paragon, Talented, Spellcaster, Arcane Magic, Support

Oaths

  1. I am no one’s puppet or servant. I only do what I want to do.
  2. The more flashy and boastful one can be, the better. People should know me, admire me, and fear me.

Ability Modifiers

STR

+1

DEX

+2

CON

+1

INT

+2

WIS

+1

CHA

+2


Hero Dice Pool

5 / 10

Defenses

HP: 33 (25+ [8 x 1])

AC: 18 (10 + 4 Prof + 2 Dex + 2 Armor)

Speed: 30 ft.

Size: Medium; Reach: 5 ft

Saves:

  • Fort: +5
  • Ref: +9
  • Will: +5

Initiative: +9

Senses


Defenses

Ability Score

Proficiency

Bonus

Defense Prof.

DEX

Prof

+6

Fortitude Save

CON

Prof

+5

Reflex Save

DEX

Excep

+9

 Will Save

WIS

Prof

+5

Trained Armor: Light, Medium

Defensive Abilities/Qualities:

Offense

Attack

To Hit

Damage

Special

Melee

Saber/Scimitar

+6

1d6+1 S

Finesse, Critical (18-20)

Sneak Attack Saber/Scimitar

+9

1d6+1 S

Finesse, Critical (18-20)

Dagger

+6

1d4+1 S or P

Finesse, Thrown (15 ft.)

Sneak Attack Dagger

+9

1d4+1 S or P

Finesse, Thrown (15 ft.)

Ranged

Dagger

+6

1d4 S or P

Finesse, Thrown (15 ft.)

Sneak Attack Dagger

+9

1d4+1 S or P

Finesse, Thrown (15 ft.)


Other Proficiencies

(Weapons, Spellcasting)

Ability Score

Proficiency

Bonus

All Simple Weapons

Str/Dex

Prof

+5/+6

Saber/Scimitar

Dex

Prof

+6

Caster Weapons

Str

Sk

+2

Spellcasting

Int

Sk

+3


Special Actions

Action Cost

Effect

Sneak Attack

N/A

Whenever you successfully make an attack roll against a target who is at a disadvantage you add any 1 exploit you know to the attack.

Cast Spell

2

Cast an arcane spell you know











Skills

Skills

Ability Score

Proficiency

Bonus

Academia

INT

Un

+2

Acrobatics

STR/DEX

Prof

+5/+6

Animal Husbandry

DEX/WIS

Un

+2/+1

Aquatic

DEX/INT

Un

+2/+2

Arcane Lore

INT

Prof

+6

Athletics

STR/CON

Un

+1/+1

Bluff

CHA

Prof

+6

Fieldcraft

WIS

Un

+1

Intimidate

STR/CHA

Prof

+5/+6

Investigation

INT/WIS

Sk

+3/+2

Medicine

INT/WIS

Un

+2/+1

Merchant Lore

INT/CHA

Un

+2/+2

Military Lore

INT

Un

+2

Perception

WIS

Prof

+5

Perform

INT/CHA

Sk

+3/+3

Profession

INT/WIS/CHA

Un

+2/+1/+2

Politique

INT/CHA

Prof

+6/+6

Religion

INT/WIS

Un

+2/+1

Stealth

DEX

Excep

+9

Tech. Lore

DEX/INT

Prof

+6/+6





Primary Class Features

Signature- Precise Striker: You gain a +3 bonus on sneak attack rolls.

  • Sneak Attack: Whenever you successfully make an attack roll against a target who is at your mercy you can take advantage of them in various ways. Add any 1 Exploit you know to the attack.

You start with the following 3 Exploits:

Vicious: You gain a bonus on this damage roll equal to 1/2 your level (round up).

Slick: Inflict the Impaired 2 condition for 1 minute.

Crafty: Make a free Disarm, Steal, or Trip combat maneuver.

Secondary Class Features

  • Advancements: Unlike other classes that split the benefits from their class into “class features” and “talents/orders”, the paragon does not. The paragon gains a “paragon advancement” at each level normally reserved for such an ability.

Expanded Worldview: You gain an extra feat or honor.

Feats

  • Spellcasting Adept: You have studied spellcasting for a long time and have managed to unlock its basic secrets. You gain the ability to cast a few spells.

You need to select the spell list you’ll draw from (Arcane, Divine, Nature, etc) and a mental ability modifier to use (Int, Wis, Cha) for your spellcasting. You gain 3 mana and know 3 spells from your chosen spell list. You also gain the Spellcaster keyword, a keyword relevant to the type of magic chosen, and become Skilled in Spellcasting.


Honors


Lineage Traits

  • Hybrid Vigor: Select a save (Fortitude, Reflex, or Will) and improve your proficiency in it by 1 step (Unskilled> Skilled> Professional> Exceptional).
  • Graceful (Elven): You are Professional with Reflex saves. If you’d already be Professional from your classes, you become Exceptional instead.

Cultural Traits

  • Technological Familiarity: You become Professional with Technology Lore. If you’d already be Professional from your classes, you become Exceptional instead.

Languages

Common, Trade, Thieves Cant

Gear

Weapon

Dmg Dice

Dmg Type

Crit

Qualities

Bulk

Group

Saber/Scimitar

d6

S

None

Finesse, Critical (18-20)

1

Blade

Dagger

d4

S or P

None

Finesse, Thrown (15 ft.)

L

Blade


Armor

AC

Max Dex

Qualities

Threshold

Light chainmail

+2

+6

 None


Other Gear

Bulk





Gold:

Bulk: x/6

Sundries Allotment: 50/50

Spells

Mana: 3/day

Arcane Spells

Spell DC: 13 (10 + spellcasting progression)

Spells Known

  • Invisibility (illusion, personal, enhancement): You become invisible for 1 minute. If you make a hostile action, the spell ends.
  • Magic Missile (magic [damage], cantrip, instant): You fire a number of small darts of raw arcane force that home in on your foe. These magical energy darts have a range of 30 feet and automatically hit (so long as there is no cover or miss chance) the creature you target. Each dart causes only 1 magic damage and, by default, you fire 1d4 darts when you cast this spell.
  • Rope Trick: This spell can be used to target an unattended length of rope (not chain) of up to 50 feet in length that is within 60 feet of you. Once cast it takes a single action at your command.

Tie Up: The rope slithers like a snake onto an adjacent helpless, entangled, or grappled creature to them and ties them up in such a way as to restrain them. It takes a Challenging (20) check to escape such restraints.

Climb & Fasten: The rope gains a 30 feet climb speed and slithers up to a point you designate and fastens itself securely on the best possible protrusion.

Whip: The rope fashions itself into a whip for 1 minute.

Coil: The rope coils (or uncoils) itself neatly.

Knot: The rope knots itself to a designated point adjacent to it. This can also be used to untie any knot whose DC would be Challenging (20) or less.

Biography

Anton was born in a far-off northern country. His parents were peasants and the Baron who ruled their fiefdom was harsh with all his serfs. Anton grew rebellious with age, wishing to escape that life and resenting his parents because they didn’t even attempt to resist the Baron’s injustices. The last straw was when the young boy discovered that the hated feudal lord was actually his biological father, and he was born by a claimed droit du seigneur. Anton fled his home in disgust and made a life for himself in the city, soon becoming the apprentice of a famous thief, Jeoffrey Renard, who was at last the father-figure he had missed. After Renard was apprehended and executed (or so Anton believed), he began to travel the continent by himself, in search of adventures.

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