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Gestalt one shot v1.0

Started by Anastasia, August 14, 2007, 02:59:11 PM

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Anastasia

This is meant for the people that already know about it so I won't mince words.

D/D 3.5 Gestalt.

Time: First week of September. Ideally it'll be done before the week ends.

Level 12.

Char gen: Standard point buy as per page 169 of the DMG. 28 point buy as per the rules there.

What's allowed: SRD core,  complete warrior/wizard/priest/ect, others are approved on a case by case basis.

PrCs are meant to be open since taking those are a big part of gestalt twinking. I'll probably approve anything like that as long as it's not retarded or doesn't conflict with other statements.

Magic items? MIC is allowable, but case by case basis.

Feats? SRD core+case by case. Anything in the complete books will probably be fine.

Skills: SRD core. I don't know any of the splatbook stuff from Complete Scoundrel and I don't think it's worth adding another layer of complexity for them.

Spells: SRD core only. I may approve 1 or -maaaaybe- 2 SC or other spells, but I find the SC stuff to be very time consuming and difficult to balance. For a one shot I really don't want to get into it. Bear this in mind if you want to play a caster.

Other: If you have something you want to try not listed here, feel free to ask. I don't want to get into custom stuff so much since it's just a one shot.

---

This will be one concentrated dungeon or scenario. More details will be posted along with the basics of information. The basic D/D pantheon will be used if it matters. I'll let you know if your concept right off runs into any problems or obvious conflicts with the scenario.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Outside platform

Heaven's Keep is a pristine castle of stone and glass, glittering in the perfect sunlight. Soft white light is shed from it's walls, gentle and soothing. Such a place is suited to an Archon's palace on first glance. A soul who chanced on this place without knowing may even think they had stumbled into the upper planes. Yet, you know better.

Heaven's Keep is an ancient fortress raised into the sky, the work of a thousand celestial spirits. The foulest evils were imprisoned into this place. Here they rest beyond the reach of mortals for all of eternity. None can reach this place, or so the ancient legends said. Yet, you know better.

With the rise of the Grensus Alnan, the world was thrown into war. Kingdoms fell to his armies, the world being rewritten. Only the greatest composition of heroes could oppose him, and in that magnificent battle he was forced to flee, his armies obliterated. The heroes paid their lives to a man, only able to force him into a fallback.

Grensus Alnan was no fool, he possessed a fallback plan. In his devastation he had found many a lost secret, including the location to a sealed portal, where one can find passage to the legendary Heaven's Keep. The surviving kingdoms found out this news and were worried - should he free the monsters there or bring them under his banner, he will be renewed twenty times over. Hastily, the greatest warriors remaining were rallied, with a mission to find this gate and defeat Grensus Alnan once and for all! If not possible, they must at least foil his plans or weaken them as much as possible.

---

The game starts right after the party rested, restored and went through the portal that teleports to Heaven's Keep. It's a one way trip as far as you know, so you have the following objectives:

1. Kill Grensus Alnan.
2. Destroy any of the horrors and sealed evils in your way. The more the better, but do not allow any to escape.
3. Find a way out for when you must retreat or have succeeded in all of your objectives.
4. As is fitting of an ancient keep and prison, lots of loot and magical items abound. Get them when possible.
5. Survive.

---

Information you know:

Grensus Alnan is a fearsome foe. He possess the powers of a sorcerer, a dark paladin, a rouge and a cleric of evil. Even without an army he is a fearsome, terrible foe to cross. His sword Dominion of Death is known to be a feared Vorpal Blade. He possesses a terrible charisma that makes men throw away all that is good to revel in his heresy of evil.

Heaven's Keep is the stuff of legends. However, you have been exposed to some of it's lore in your travels to reach it. You know the following bits of information and can make a knowledge: history check to learn more about what is in there and a knowledge: arcana check to learn more about the various magics. Just roll it in #elysium and post it here, I'll reply in kind. (Only do this once your sheets are finished, obviously.)

The basics:

Heaven's Keep was constructed thousands of years ago.

Fearsome winds shear away any fliers attempting to reach it high in the sky. Not even the oldest dragon or mightiest magic has been able to overcome those gusts. Twenty thousand feet in the air, above many clouds and storms.

If any have been here before you history has not ever learned of them. Yet the promise of elite riches and lost lore has motivated many over the years.

---

For backgrounds, just slap together something that sounds nice and bolsters your character. It's a one shot, so bear that in mind. Post your sheets in this topic or send them to me when you're done. Whichever floats your boat.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Barbarian/Sorcerer
Barbarian/Sorcerer
Barbarian/Sorcerer
Barbarian/Sorcerer
Barbarian/Sorcerer
Sorcerer/Dragon Disciple
Barbarian/Dragon Disciple
Barbarian/Dragon Disciple
Barbarian/Dragon Disciple
Barbarian/Dragon Disciple
Barbarian/Dragon Disciple
Barbarian/Dragon Disciple

Name: Belisarius
Race: Celestial Human (turning into Half-Dragon (Black))
Alignment: Lawful Good

Stats

HP: 161
AC: 26 (+1 dex, +5 natural, +7 armour, +2 deflection, +1 insight) touch 14, flat footed 25
Melee Attack: Glaive, +19, 1d10+10 - (Glaive, +21, 1d10+12+2d6 vs spellcasters)
Melee Full Attack: Glaive, +19/+14/+9, 1d10+10

When Raging
HP: 197
AC: 24 (+1 dex, +5 natural, +7 armour, +2 deflection, +1 insight, -2 rage) touch 12, flat footed 23
Melee Attack: Glaive, +22, 1d10+14+1d10 - (Glaive, +24, 1d10+16+1d10+2d6 vs spellcasters)
Melee Full Attack: Glaive, +22/+17/+12, 1d10+14+1d10 - (Glaive, +24/+19/+14, 1d10+16+1d10+2d6 vs spellcasters)

STR 22
DEX 12
CON 22 (+4 from belt)
INT 8
WIS 8
CHA 14

Bab: +12
Melee to hit: +18
Ranged to hit: +13
Grapple: +18
Initiative: +5
Speed: 30
Damage Reduction: 3/- and 10/magic
Resistances: Acid, Cold, Electricity 10
Spell Resistance: 17

Fort: +17
Ref: +8
Will: +10

Armour check penalty: -3
Arcane spell failure: 25%
Crit/Sneak Attack failure: 50%

Feats (6)

Improved Initiative
- +4 to Initiative checks.

Power Attack
- Can reduce to hit by 1 for +1 damage (+2 if wielding weapon 2-handed). Cannot reduce to hit by more than bab.

Cleave
- Upon dropping a foe, gets an immediate attack against another foe within reach at same attack bonus.

Great Cleave
- Can cleave an unlimited number of times per round.

Greater Resiliency
- +1 to Damage Reduction.

Leap Attack
- If a jump check is made to cover at least 10 feet on a charge, and you end your movement in a square that threatens the enemy, you can double the extra damage dealt by use of the power attack feat (or triple it if using a 2-handed weapon).


Class Abilities

Smite Evil
- +2 to hit, +12 damage

Familiar
- Roland the Weasel. Grants +2 to reflex saves.

Fast Movement (Ex)
- Land speed is increased by +10 feet when in medium or lower armour and not carrying a heavy load.

Greater Rage (Ex)
- Can fly into a Greater Rage as a swift action 3 times per day. Strength and Constitution are increased by +6, gains a +3 morale bonus to will saves, and a penalty to AC of -2. Lasts for 3 + (improved) con mod rounds.

Improved Uncanny Dodge (Ex)
- Retains dexterity bonus to AC even when flat footed or struck by an invisible attacker. Cannot be flanked.

Trap Sense (Ex)
- +3 bonus to Reflex saves vs traps, and +3 dodge bonus to AC vs traps.

Damage Reduction (Ex)
- Each time takes damage from a weapon or natural attack, damage is reduced by 2 to a minimum of zero.

Bonus Spells
- Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score. A bonus spell can be added to any level of spells the disciple already has the ability to cast. 5 gained.

Natural Armour Increase (Ex)
- Draconic scales provide +3 to natural armour.

Claws and Bite (Ex)
- Gains 2 claw and 1 bite natural attack. Claws do 1d4 plus 1/2 strength damage, and bite does 1d6 plus 1.5 strength damage.

Ability Boost (Ex)
- +4 Strength and +2 Constitution.

Breath Weapon (Su)
- 60 foot line of Acid, 4d8 reflex DC 23 (26 when raging) reflex half. Usable once per day.

Blindsense (Ex)
- Range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.


Sorceror Spells

Level 0: Known: 7 - Per day: 6 - DC 12
Level 1: Known: 4 - Per day: 7 - DC 13
Level 2: Known: 2 - Per day: 7 - DC 14
Level 3: Known: 1 - Per day: 6 - DC 15

0: (7) Ray of Frost, Detect Poison, Detect Magic, Light, Mending, Message, Prestidigitation
1: (4) True Strike, Enlarge Person, Feather Fall, Shield
2: (2) Bull's Strength, False Life
3: (1) Heroism

Paladin Spells

Level 1: Per day: 5 - DC 16
Level 2: Per day: 4 - DC 17
Level 3: Per day: 4 - DC 18
Level 4: Per day: 4 - DC 19

1: Lesser Restoration x2, Bless Weapon, Divine Favour, Cure Light Wounds
2: Remove Paralysis, Bull's Strength, Resist Energy, Delay Poison
3: Remove Curse x2, Remove Blindness/Deafness
4: Break Enchantment x2, Death Ward


Skills - Ranks are in parenthesis, synergies are not counted but are noted

60/60 points used. Max ranks 15

Bluff (cha): 7 (5) Synergy: +2 to Diplomacy, Intimidate, and Sleight of Hand
Climb (str): 16 (10)
Intimidate (cha): 12 (10)
Jump (str): 16 (10) Synergy: +2 to Tumble
Listen (wis): 9 (10)
Knowledge (Arcana): 7 (8) Synergy: +2 to Spellcraft
Speak Language: Draconic (2)
Swim: 11 (5)

Languages: Common, Draconic

Inventory

Cold Iron Berserking Magebane Glaive +1 (18,316gp)
Medium Fortification Breastplate +2 (18,350gp)

Amulet of Natural Armour +2 (8,000gp)
Ring of Protection +2 (8,000gp)
Dusty Rose Ioun Stone (5,000gp) - +1 insight bonus to AC

Belt of Health +4 (16,000gp)
Cloak of Resistance +2 (4,000gp)

Wand of Fireball (looted)

Exporer's Outfit (10gp)
Spell Component Pouch (5gp)
Backpack (2gp)
Everburning Torch (110gp)
Rations x6 (3gp)
Chalk (0.01gp)
Waterskin (1gp)
100ft Silk Rope (20gp)

Familiar - Weasel(100gp)

Corwin

12th Level Gestalt Character (Fighter lvl01-02, Charging Smite Paladin lvl01-10/Sorcerer lvl01-05, Incantatrix lvl01-07)

Tara MacArthur
Lawful Good Human, Female
Hit Dice (12d10+12): 83hp (+12 temp hp*)
Init: +4
Speed: 30ft
Armor Class (with Mage Armor on): 18 (14 Touch, 14 Flat-Footed, 22 with Shield)
Base Attack/Grapple: 12/14
Attack: Thunderlance (SC p220, lvl4), +22/17/12*, 3d6+9, 20/x3, 12rounds
Space/Reach: 5ft/20ft
Special Attacks: Smite Evil 3/day +6/+10 (attack/damage), Charging Smite +0/+20 (extra damage with a charge, smite not used up on a miss)
Special Qualities: Aura of Good, Detect Evil at will, Divine Grace, Lay on Hands (60hp/day), Turn Undead (9/day), Remove Disease (2/week), Charging Smite [PHB2], Sorceress [Weasel familiar], Incantatrix [Player's Guide to Faerun p62, Forbidden School: Necromancy]
Saves*: Fort +21, Ref +20, Will +22
Abilities: STR 14 (2), DEX 16 (4), CON 12 (1), WIS 12 (1), INT 14 (2), CHA 22 (6)
Languages: Common, Celestial
Skills*: Bluff (5) +15, Concentration (15) +20, Intimidate (15) +27, Knowledge: Arcana (8) +14, Knowledge: Planes (1) +7, Knowledge: Religion (1) +7, Spellcraft (15) +21
Feats: Arcane Mastery (CA p74), Iron Will, Extend Spell (SL+1), Avenging Strike (ToB p29), Divine Might, Robilar's Gambit (PHB2 p83)
Fighter Bonus Feats: Combat Reflexes, Power Attack
Incantatrix Bonus Feats: Empower Spell (SL+2), Explosive Spell (SL+2), Persistent Spell (SL+6)

[* Persistent Greater Heroism, Incantatrix's Instant Metamagic (Su) applied to Persistent Spell]

Equipment:
Rod of Empower Spell (lesser), 9,000gp
Rod of Extend Spell (lesser), 3,000gp
Rod of Maximize Spell (lesser), 14,000gp
[26k]

Head: Headband of Intellect +2, 4,000gp
Throat: Amulet of Retributive Healing, p69 (2,000gp)
Shoulders: Cloak of Charisma +4, 16,000gp
Arms: Bracers of Opportunity, p81 (2,300gp)
Hands: Gloves of Dexterity +4, 16,000gp
Ring of Counterspelling (Dispel Magic inside), 4,000gp
Waist: Belt of Strength +2, 4,000gp
Torso: Vest of Constitution +2, 4,000gp
Feet: Anklet of Translocation, p71 (1,400gp)
[53.7k]

Scrolls and Components:
Stoneskin components x4, 1,000gp
lvl1: Alarm x4 (100gp), Identify x4 (500gp), Grease; Comprehend Languages; Detect Secret Doors; Detect Undead; Sleep; Enlarge Person; Reduce Person; Expeditious Retreat; Jump; x2 (450gp) [1,050gp]
lvl2: Mirror Image x4 (600gp), Bear's Endurance; Invisibility; Web x2 (900gp), Cat's Grace; Owl's Wisdom; Rope Trick (450gp)  [1,950gp]
lvl3: Fly; Water Breathing x2 (1,500gp) [1,500gp]
lvl4: Dimensional Anchor; Polymorph [1,400gp]
[6,900gp]

Wand of Cure Light Wounds (50 charges) [750gp]
Ranseur [10gp]

Total: 87,360gp

Spells (Arcane, sorcerer list):
lvl0 (6 per day, DC 16): Arcane Mark (Univ), Detect Magic (Div), Detect Poison (Div), Light (Evoc), Mage Hand (Trans), Message (Trans), Prestidigitation (Univ), Read Magic (Div), Resistance (Abjur)
lvl1 (8 per day, DC 17): Mage Armor (Abjur), Magic Missile (Evoc), Protection from Evil (Abjur), Shield (Abjur), True Strike (Div)
lvl2 (8 per day, DC 18): Alter Self (Trans), Glitterdust (Conj), Resist Energy (Abjur), See Invisibility (Div), Scorching Ray (Evoc)
lvl3 (7 per day, DC 19): Dispel Magic (Abjur), Displacement (Illus), Fireball (Evoc), Haste (Trans)
lvl4 (7 per day, DC 20): Greater Invisibility (Illus), Stoneskin (Abjur), Thunderlance (SC p220, Evoc)
lvl5 (6 per day, DC 21): Baleful Polymorph (Trans), Cloudkill (Conj)
lvl6 (4 per day, DC 22): Greater Heroism (Ench)

Spells (Divine, paladin list):
lvl1: 2, DC 12
lvl2: 1, DC 13
<Steph> I might have made a terrible mistake

VySaika

> d20+18 for Know History
* Hatbot --> "Gatewalker rolls d20+18 for Know History and gets 36." [d20=18]
> d20+18 for Know Arcana
* Hatbot --> "Gatewalker rolls d20+18 for Know Arcana and gets 35." [d20=17]

Don't have my sheet finished yet, but here's my Knowledge checks.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

Anastasia

There's your Arcana information. History coming tomorrow or tonight.

Arcana:

DC 15 - Many magical items were sealed inside Heaven's Keep. While many were things related to the prisoners, some were weapons for possible regulators to use, as well as odds and ends.

DC 15 - All prisoners are often bound to an area or a single room by design. If any can escape by their own power it is not known of. The magics prevent teleportation beyond low level blinking effects, often stopping etherialness, planar escape attempts and other such means. Additional protects are in place on a room to room basis. All stairs have magical barriers.

DC 20 - There is a level of Heaven's Keep that is aligned towards wind. This area auguments wind based effects as if by a free maximize spell metamagic feat. Does this tie into the gales that keep the Heaven's Keep secluded from all mortals with wings?

DC 25 - All stairways and passages between levels have defensive barriers. There are various means to disable these, including a special item that negates almost all barriers if possessed. What it is and where it is is lost to history, but it's surely within the keep somewhere. Many barriers have a negation item that only functions on that barrier as well. Further, each barrier has different effects if approached or touched. It may be possible to breech some by directly passing through the barrier if one is willing to accept the consequences.

DC 30 - An artifact was shattered in the battles to round up the prisoners for Heaven's Keep. It's power needed time to regenerate, so a focus was made in the keep and the pieces were stored inside, so that no vile forces could attain the artifact whilst it is broken and destroy it for all time.

DC 30 - There is a bladed set of equipment that greatly increases strength and fighting power if all pieces are worn. These pieces lie within.

DC 35 - If the two pieces of the artifact are reunited and brought to where the power focuses, the Shield of the Sun will be reborn. It grants the spellcasting of an epic paladin and great protective powers.

DC 35 - Zandarzar, Hrunvey, Kannat, Jhentau, Etern. Such words were found in a forgotten script in your journies, known to reference the keep in some manner.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Apologies for the delay on this second part.

---

DC 15: The Gods sealed many a prisoner in this eternal fortress. The reasons are lost to history, but the worst of the worst wait in there, timeless and letting the centuries flow by.

DC 20: A satyr of great power and it's familiars were bound into a room of this prison. His pipes are of madness, and a dire tiger and others protect him. A trickser and a talker.

DC 20: Hellu, a dark paladin from ages past, lies bound somewhere on the first floor. His Unholy Avenger is the bane of all that is just and good.

DC 25: The lich Sahjan is imprisoned on the first floor of the dungeon along with his various cohorts. He created Hell Wraithes, a vicious alteration of the normal wraithes that possess horrible vitality draining attacks and foul airs that reduce a target to the bare minimum of life.

DC: 25 A coven of heretic beholders were bound on the second floor. They are practicing dark arts, ones that allow them to take on new subtypes and change their eyestalks easily.

DC 30: A grand white dragon is imprisoned in the deep, airy bowels of the basement. Frostjurn awaits, his great horde matched only by his great power.

DC 35: The third floor is dedicated to sealing a deep evil - one of the Lords of the chaotic demons, a Balor. Woe unto those that seek him, yet he offers power supreme.

DC 35: The final dome after the third floor is where all the magic of the keep is focused. Should this be overcome and it's defenses defeated...a tide of black will overcome all of Creation.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

VySaika

Rogue/Warmage 7
Rogue/Spellwarp Sniper 5

Gilbert Westerly
Race: Human
Alignment: NSN (Neutral)

Stats[/u]

HP: 66
AC: 25 (10 +1 Dex +8 Armor +3 Sheild +2 Deflection, +1 Natural)/Touch 13/Flatfooted 24
Melee Attack: Dagger +8/+3 (1d4-1)
Ranged Attack: Ray+10 (damage by spell), Thrown Dagger +10/+5 (1d4-1)

Str: 8
Dex: 12
Con: 14 (+2 from Bracers)
Int: 16
Wis: 10
Cha: 20 (+2 from Cloak)

BAB: +9
Grapple: +8
Initiative: +5
Speed: 30ft

Fort+8
Ref+11
Will+11

Feats

Improved Initiative
Point Blank Shot
Spell Penetration
Silent Spell
Split Ray
Improved Critical(Ray)
Precise Shot
Sudden Empower

Class Abilities

Sneak Attack +6d6
Trapfinding
Improved Evasion
Trap Sense+4
Uncanny Dodge
Improved Uncanny Dodge
Armored Mage(Light)
Warmage Edge (Add Intelligence bonus to the damage of all Warmage spells)
Advanced Learning(Tenser's Floating Disc)
Advanced Learning(Wind Wall)
Spellwarp (Can turn any damaging spell of up to 5th level into a Ray spell)
Sudden Raystrike +2d6
Ray Mastery (Can SA with Rays at a range of up to 60ft. Can deliver Coup De Grace with a Ray. Can Empower a Ray spell with no adjustments 1/day)

Spells

Caster Level 12th

Spells/day
0 Level: 6
1st: 8
2nd: 7
3rd: 7
4th: 7
5th: 6
6th: 3

Spells Known
All Warmage Spells of up to 6th level(See Complete Arcane Pg.90), plus the following:
Tenser's Floating Disc(1st)
Wind Wall(3rd)

Skills - Ranks are in parenthesis, synergies and Masterwork tools are not counted but are noted. Bonuses from Magic Items are also noted, but ARE taken into account.

Concentration: +17 (15)
Decipher Script: +10 (7)
Disable Device: +18 (15) +2 from Masterwork Thieves Tools
Escape Artist: +16 (15)
Hide: +16 (15)
Knowledge(History): +18 (15)
Knowledge(Arcana): +18 (15)
Move Silently: +21 (15) +5 from Armor
Open Lock: +16 (15) +2 from Masterwork Thieves Tools
Search: +23 (15) +5 from Goggles
Spellcraft: +18 (15) Sy: +2 from Know: Arcana, Sy: +2 to decipher scrolls from UMD
Spot: +15 (15)
Use Magic Device: +13 (8) Sy: +4 on scrolls from Decipher/Spellcraft

Gear
Head-
Ring 1-Ring of Protection+2 (8000gp)
Ring 2-Ring of Invisibility (20000gp)
Feet-
Hands-
Arms-Bracers of Health+2 (4000gp)
Neck-Amulet of NA+1 (2000gp)
Body-Vest of Resistance+2 (4000gp)
Cloak-Cloak of Charisma+2 (4000gp)
Belt-
Chest-
Eyes-Goggles of Minute Seeing (1250gp)
Armor-Mithral Breastplate+3 of Silent Moves (17100gp)
Shield-Light Steel Sheild+2 of Light Fort (9129gp)
Weapon-Dagger (x3) (6gp)

Other Gear
-Adventurer's Kit (25gp)
-Wands of Cure Light (x3) (2150gp)
-Wand of Cat's Grace (4500gp)
-Rod of Lesser Empowering (9000gp)
-Heward's Handy Haversack (2000gp)
-Universal Solvent (6 uses) (300gp)
-Masterwork Thieves Tools (x2) (200gp)

340gp remaining
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

Because I'm the kind of guy who has to come up with character history for even a Crash'n'Bash character, I present a quick backstory for gilbert, mainly written between combat rounds and when the GM was PMing stuf wtih other folks. <_<

---------------------------------------

At his core, Gilbert Westerly is not a hero, despite the task that has now been laid upon him. But neither is he a villain, a mercenary, a glory seeker or anything else of that lot. And while he fights often, few know what it is that he really fights for.

The answer to that question is as simple as it is disturbing for many people. Gilbert fights because he can, and because his truest joy is the practice and perfection of his strange art of Spellwarping. Unfortunately, this lack of moral direction and purpose, in any direction, has left him in some rather unpleasant spots in the past.

While he was attending the Royal Warmagic College of Attasc, Gilbert was considered by many to be one of the more promising students, one who was surely bound for a profitable and prestigious career as an Agent of the Crown. But such was not meant to be his destiny, though it could well have been had he cared. But that has always been Gilbert's greatest problem, he simply doesn't care about much of anything. No, rather then taking a position in the King's employ, Gilbert instead fell in with an extremist crowd of disillusioned and malcontent mages led by one Artan Melchiur, a Warmage only a few years Gilbert's senior who was perhaps the best that Attasc had ever seen. While Gilbert had little in common with most of these revolutionary personalities, he was bound to the group by one thing, and that was Spellwarping, the strange art of mystical sniping that was discovered only a few years previous and brought to new heights by none other then Artan himself. While there was still more of this deadly magic to learn, Gilbert was bound as if by sovereign glue to Artan's side and cause.

After a few years of gathering power through study, adventure and political maneuvering, Artan felt it was time for his movement to strike, and he led the siege of the capital city of Attasc, demanding that the king step down and  allow him to begin instilling a new government who's rulership would be based on ability and competence to rule rather then mere blood(with Artan himself as the first ruler of this new government, of course). Predictably, the king refused the demands and a small but fierce battle broke out over the city. And in time, the royal forces won the battle, killing many of the revolutionaries and capturing most of the rest.

Gilbert, along with Artan and most of the inner circle of the movement, were among the captured. And before long, Artan and most of his allies were hanging from the gallows after a very public execution. Gilbert was one of the very few spared, as rather then defend the radical cause to the death, he simply gave up when captured. He alone went quietly and talked without being forced. After all, with Artan dead he had no more reason to be loyal to them, now did he? In exchange for his cooperation, Gilbert was merely imprisoned instead of executed like the others.

That was four years ago. Since then, much has happened in the outside world while Gilbert sat in prison, his only pastime reading books on history and magical lore, and his only conversation with the friendly guard who brought them to him. In particular, he sat by uncaring while the world struggled with Grensus Alnan and finally cast down the Fiend, forcing him to retreat to Heaven's Keep. And he would be there still, if it weren't for one small thing.

When the call for heroes was made, the King of Attasc called together all those left in his kingdom capable of fighting, and he found them all lacking sorely. All of the heroes had already fallen. It was then that the king realized, much to his own horror, that the strongest man left in his kingdom was sitting placidly in the dungeon below his castle, reading and dreaming while the world fell apart around him. But while he was loathe to set free a man who had been an accomplice to treason, he was loather still to allow Alnan to escape and rebuild without doing whatever he could to stop the Fiend.

So, it came to pass that Gilbert Westerly, jailed for being an accessory to Treason and attempting to overthrow the government, was now the best hope that the kingdom had of stopping a far greater threat then Artan's rebellion had ever been. In exchange for accepting this task of hunting down and defeating Grensus Alnan, Gilbert was granted a full pardon, excused of all crimes he had committed and even given mighty equipment and access to the Royal Libraries, where he found the majority of the information he wanted about Heaven's Keep and what lay in it. After a mere week of preparation, he was introduced to his two new companions, the Lady Paladin Tara MacArthur and the draconic Belisarius the Black, and sent into the keep.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks