Author Topic: Gestalt Fighter//Wiz gish with Armored Mage ACF from C. Mage - good idea?  (Read 13864 times)

Offline ksbsnowowl

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Spectral Mage Halruaan Tripper
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« Last Edit: March 16, 2013, 11:47:34 PM by ksbsnowowl »

Offline ksbsnowowl

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Re: Gestalt Fighter//Wiz gish with Armored Mage ACF from C. Mage - good idea?
« Reply #41 on: February 11, 2014, 01:48:29 AM »
Blokumannaland is a Romanian-esque region that the Halruaans have had an interest in for several centuries, due to its large gold and silver mineral deposits.  There were many battles here in centuries past, and many of those who died became Moroi or Strigoi (Swordwraiths from FF).
Moroi - Swordwraith
Strigoi - Phantom Swordwraith

So, here is the Halruaan Commander with the Swordwraith template.  I need to make many more of these, at even higher levels, including some that are not mages, but this is a start.

Since Swordwraith gave Iron Will for free, I traded out the Iron Will he took for Incantatrix for Life Sense from Libris Mortis.  It's not as good as Mindsight, but it will still cause problems for the PC's.

Moroi
Swordwraith Halruaan Gish Commander
Swordwraith (Human) Swashbucker 4/Fighter 9//Wizard 5/Incantatrix 2/Halruaan Elder 6
Medium Undead (augmented humanoid)
Hit Dice: 13d12 (84 hp) [115 hp] +2 turn resistance
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 22 (+3 Dex, +6 Armor, +3 Shield), touch 13, flat-footed 19
Combat Expertise AC: 27 (32), touch 18 (23), flat-footed (24) (parentheticals are Allied Defense)
Base Attack/Grapple: +13/+15
Attack: MW Shortsword +17 melee (1d6+6) or Acidic Splatter +16 ranged touch [100 ft] (20d6 acid)
Full Attack: MW Shortsword +17/+12/+7 melee (1d6+6)
GMW: +5 Shortsword +21/+16/+11 melee (1d6+11)
Combat Expertise GMW: +5 Shortsword +16/+11/+6 melee (1d6+11)
GMW: +5 Battleaxe +20/+15/+10 melee (1d8+7) (1d8+8 two-handed)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Circle Magic, Send Away, Strength Damage
Special Qualities: DR 10/+2, Turn Resistance +2; Armored Mage ACF, Adroit Casting (Chain Spell, Quicken Spell), Signature Spell (True Haste, Greater Dispel Magic), Abrupt Jaunt 4/day
Saves: Fort +10, Ref +8, Will +15
Abilities: Str 14, Dex 16, Con --, Int 19, Wis 12, Cha 8
Skills: Balance +8 [5], Concentration +16 [16], Diplomacy +6 [5], Hide +7, Jump +10 [6], Kn (Arcana) +20 [16], Kn (Nature) +10 [6], Kn (Planes) +20 [16], Listen +3, Move Silently +7, Sense Motive +17 [16], Spellcraft +25 [16], Spot +3, Tumble +19 [14]
Feats: Halruaan Adept, Life Sense, Combat Expertise, Scribe Scroll, Power Attack, Spell Thematics, Improved Disarm, Chain Spell, Allied Defense, Quicken Spell, Combat Reflexes (4 AoO's), Weapon Finesse, Acidic Splatter, Robilar's Gambit, Arcane Strike; Alertness*, Iron Will*
Environment: Halruaan Empire and surrounding lands
Organization: Solitary, band (1 plus 5 subordinates)
Challenge Rating: [GCR 15]
Treasure: Standard (27,000 gp)
Alignment: Usually lawful neutral (Tend toward LE)
Advancement: By character class
Level Adjustment: +0

+2 Chain Shirt, +2 light wooden shield, MW Short Sword, MW Battleaxe
Still need to give him his other equipment.

Strength Damage (Su): A creature struck by a swordwraith's melee weapon takes 1 point of Strength damage.

Spells:  Caster Level 12 (Circle Magic is used daily to boost CL to 20)[other circle magic effects are in brackets]
Conjurer and Abjurer* - bonus spells of each for each level (+1 CL with Spell Thematics)[Shield, Blur, Fly, Polymorph Self, True Haste, Shuffle]
0 (4+2) - Resistance*, Acid Splash* [Heightened to 20th level], Detect Poison, Detect Magic, Read Magic, Message
1 (5+2) - Grease*, Shield*, True Strike, Expeditious Retreat, Feather Fall, True Strike, Benign Transposition
2 (5+2) - Resist Energy*, Web*, Blur, Mirror Image, , Wraithstrike, Wraithstrike, See Invisibility
3 (5+2) - Dispel Magic*, Regroup*, Displacement, Fly, Chained Grease [Heightened to (10/8); Ref DC 22/18], [Empowered/Maximized] Vampiric Touch
4 (5+2) - Dimension Door*, Dispel Magic*, Greater Mirror Image, Greater Mirror Image, Solid Fog, Polymorph Self, Arcane Eye
5 (3+2) - Chained Dispel Magic*, [Empowered] Cloudkill*, True Haste, Teleport, Chained Greater Magic Weapon
6 (2+2) - Greater Dispel Magic*, Shuffle*, [Maximized] Disintegrate, Summon Monster 6
7 (1+2) - Spell Turning*, Quickened Dimension Door, Spell Turning

Spellbook (free spells)
Conjurer (plus Abjurer from Incantatrix) (Banned Enchantment, Evocation, Necromancy*)
1 (8)- True Strike, Shield, Grease, Expeditious Retreat, Feather Fall, Endure Elements, Benign Transposition, Chill Touch, Lesser Acid Orb (150 gp)
2 (4)- Wraithstrike, Resist Energy, Glitterdust, Web, See Invisibility, Blur, Invisibility, Mirror Image, Bull's Strength, Cat's Grace, Darkvision  (2100 gp)
3 (4)- Dispel Magic, Arcane Sight, Displacement, Fly, Haste, Greater Magic Weapon, Slow, Vampiric Touch, Regroup [PHB2], Regal Procession (2700 gp) [add Acid Breath? Ice Lance?]
4 (4)- Orb of Acid, Dimension Door, Secure Shelter, Solid Fog, Arcane Eye, Scrying, Greater Mirror Image, Polymorph Self (2400 gp)
5 (4)- Cloudkill, Teleport, Wall of Stone, Telepathic Bond, True Haste (750 gp)
6 (4)- Greater Dispel Magic, Disintegrate, Summon Monster 6, Shuffle, Mordenkainen's Lucubration (900 gp)
7 (2)- Spell Turning, Mordenkainen's Magnificent Mansion

9000 gp extra invested into the spell book.
Think about adding Evard's Black Tentacles.


Strigoi
Phantom Swordwraith Halruaan Gish Commander
Phantom Swordwraith (Human) Swashbucker 4/Fighter 9//Wizard 5/Incantatrix 2/Halruaan Elder 6
Medium Undead (augmented humanoid)
Hit Dice: 13d12 (84 hp) [115 hp] +2 turn resistance
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 23 (+3 Dex, +6 Armor, +3 Shield, +1 Deflection), touch 14, flat-footed 20
Combat Expertise AC: 28 (33), touch 19 (24), flat-footed (25) (parentheticals are Allied Defense)
Base Attack/Grapple: +13/+15 (can't grapple when incorporeal)
Attack: MW Shortsword +17 melee (1d6+6) or Acidic Splatter +16 ranged touch [100 ft] (20d6 acid)
Full Attack: MW Shortsword +17/+12/+7 melee (1d6+6)
GMW: +5 Shortsword +21/+16/+11 melee (1d6+11)
Combat Expertise GMW: +5 Shortsword +16/+11/+6 melee (1d6+11)
GMW: +5 Battleaxe +20/+15/+10 melee (1d8+7) (1d8+8 two-handed)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Circle Magic, Send Away, Strength Damage
Special Qualities: DR 10/+2, Turn Resistance +2; Armored Mage ACF, Adroit Casting (Chain Spell, Quicken Spell), Signature Spell (True Haste, Greater Dispel Magic), Abrupt Jaunt 4/day
Saves: Fort +10, Ref +8, Will +15
Abilities: Str 14, Dex 16, Con --, Int 19, Wis 12, Cha 8
Skills: Balance +8 [5], Concentration +16 [16], Diplomacy +6 [5], Hide +7, Jump +10 [6], Kn (Arcana) +20 [16], Kn (Nature) +10 [6], Kn (Planes) +20 [16], Listen +3, Move Silently +7, Sense Motive +17 [16], Spellcraft +25 [16], Spot +3, Tumble +19 [14]
Feats: Halruaan Adept, Life Sense, Combat Expertise, Scribe Scroll, Power Attack, Spell Thematics, Improved Disarm, Chain Spell, Allied Defense, Quicken Spell, Combat Reflexes (4 AoO's), Weapon Finesse, Acidic Splatter, Robilar's Gambit, Arcane Strike; Alertness*, Iron Will*
Environment: Halruaan Empire and surrounding lands
Organization: Solitary, band (1 plus 5 subordinates)
Challenge Rating: [GCR 17]
Treasure: Standard (27,000 gp)
Alignment: Usually lawful neutral (Tend toward LE)
Advancement: By character class
Level Adjustment: +0

+2 Chain Shirt, +2 light wooden shield, MW Short Sword, MW Battleaxe
Still need to give him his other equipment.

Strength Damage (Su): A creature struck by a swordwraith's melee weapon takes 1 point of Strength damage.
Damage Reduction (Su): A swordwraith's insubstantial-appearing body is tough, giving the creature damage reduction 10/+2.
Phantom Defense (Su): A phantom's armor bonus, deflection bonus, natural armor bonus, and shield bonus count toward its Armor Class, whether it or its attackers are incorporeal or corporeal.
Vulnerability to Ghost Touch (Ex): If damaged by a ghost touch attack, a phantom takes half again (+50%) as much damage from that attack, regardless of whether a saving throw is allowed or whether that save succeeds.
Phantom Strike (Ex): For the purposes of resolving spells, melee attacks, ranged attacks, and other attacks that require only momentary contact to deal damage or have their effects, a phantom is considered to be both incorporeal and corporeal when it is incorporeal. Thus, the phantom receives its normal Strength bonus on attack rolls and damage rolls, and it can use material components to cast its spells. [It still attacks with melee touch attacks]. A phantom cannot use attack options that require prolonged contact with a target, such as adhesive, swallow whole, and similar attacks.
Incorporeal Jaunt (Su): A phantom can become incorporeal as a swift action. It can become corporeal again as a swift action or a standard action.

Spells:  Caster Level 12 (Circle Magic is used daily to boost CL to 20)[other circle magic effects are in brackets]
Conjurer and Abjurer* - bonus spells of each for each level (+1 CL with Spell Thematics)[Shield, Blur, Fly, Polymorph Self, True Haste, Shuffle]
0 (4+2) - Resistance*, Acid Splash* [Heightened to 20th level], Detect Poison, Detect Magic, Read Magic, Message
1 (5+2) - Grease*, Shield*, True Strike, Expeditious Retreat, Feather Fall, True Strike, Benign Transposition
2 (5+2) - Resist Energy*, Web*, Blur, Mirror Image, , Wraithstrike, Wraithstrike, See Invisibility
3 (5+2) - Dispel Magic*, Regroup*, Displacement, Fly, Chained Grease [Heightened to (10/8); Ref DC 22/18], [Empowered/Maximized] Vampiric Touch
4 (5+2) - Dimension Door*, Dispel Magic*, Greater Mirror Image, Greater Mirror Image, Solid Fog, Polymorph Self, Arcane Eye
5 (3+2) - Chained Dispel Magic*, [Empowered] Cloudkill*, True Haste, Teleport, Chained Greater Magic Weapon
6 (2+2) - Greater Dispel Magic*, Shuffle*, [Maximized] Disintegrate, Summon Monster 6
7 (1+2) - Spell Turning*, Quickened Dimension Door, Spell Turning

Spellbook (free spells)
Conjurer (plus Abjurer from Incantatrix) (Banned Enchantment, Evocation, Necromancy*)
1 (8)- True Strike, Shield, Grease, Expeditious Retreat, Feather Fall, Endure Elements, Benign Transposition, Chill Touch, Lesser Acid Orb (150 gp)
2 (4)- Wraithstrike, Resist Energy, Glitterdust, Web, See Invisibility, Blur, Invisibility, Mirror Image, Bull's Strength, Cat's Grace, Darkvision  (2100 gp)
3 (4)- Dispel Magic, Arcane Sight, Displacement, Fly, Haste, Greater Magic Weapon, Slow, Vampiric Touch, Regroup [PHB2], Regal Procession (2700 gp) [add Acid Breath? Ice Lance?]
4 (4)- Orb of Acid, Dimension Door, Secure Shelter, Solid Fog, Arcane Eye, Scrying, Greater Mirror Image, Polymorph Self (2400 gp)
5 (4)- Cloudkill, Teleport, Wall of Stone, Telepathic Bond, True Haste (750 gp)
6 (4)- Greater Dispel Magic, Disintegrate, Summon Monster 6, Shuffle, Mordenkainen's Lucubration (900 gp)
7 (2)- Spell Turning, Mordenkainen's Magnificent Mansion

9000 gp extra invested into the spell book.
Think about adding Evard's Black Tentacles.
« Last Edit: February 11, 2014, 02:27:16 AM by ksbsnowowl »