[@XxFellsingxX][@Guardian Angel Haruki][@Fading Memory][@rush99999] Alright, this is four bodies, which is good enough for me. Before I open an OOC, I want to get some feedback about what you guys would like or want as far as character creation, homebrew stuff, mechanics, etc. As I said, the premise of this is that you're all basically the individual components of a single Gestalt character. This grants the character a very unique set of skills and powers, but also a different sorts of issues. Let me make an example of how combat will go down: [hider=Combat Example]Say the party consist of a Barbarian, Cleric, Rogue, and Wizard. For initiative, everyone rolls as normal, and then I roll as the Gestalt, plus any enemies. In this example initiative goes as followed: Barbarian, Wizard, Enemy 1, Enemy 2, Rogue, Cleric, Gestalt. The Gestalt is 30 feet away from the two enemies. The barbarian goes first. Because their character uses a greataxe, they need to get closer, so they command the Gestalt 30 feet towards the nearest enemy. They rage, attack, hitting and doing damage to Enemy 1. Next is the wizard. The wizard wants to cast Firebolt, but because the Gestalt is next to an enemy, the wizard will have disadvantage on the attack. So the Wizard will instead cast Hold Person on Enemy 1, who fails their save, and then move the Gestalt away 30 feet. Now it is the Enemy 2 turn. They move up to the Gestalt and attack, landing a critical blow with their greatsword. This is where things get interesting. Because the Gestalt got hit, the Wizard needs to make a concentration check. [i]However[/i], because the barbarian is raging, the damage from the club is reduced thanks to raging resistance. The damage comes out to be a 25, but is then reduced to 13 thanks to rage. Thus, the wizard only needs to pass a Concentration check DC 10 instead of a DC of 12. The wizard passes their concentration check and the turn continues. It is now the Rogue's turn. Because the Gestalt is next to an active enemy, they use their Cunning Action to disengage, and move the Gestalt 30 ft back towards Enemy 1, who is still paralyzed. They attack, landing the sneak attack and the free crit. Now it's the cleric's turn. They cast Shield of Faith onto the Gestalt, raising their AC by 2. This is where another interesting interaction occurs. As you may have noticed, the Barbarian's rage normally does not allow the casting or concentration of spells. Even without it you cannot concentrate on more than 1 spell at a time. Thanks to the unique nature of this Gestalt however, the Barbarian can rage, the Wizard can maintain their Hold Person, and the Cleric can maintain Shield of Faith, all because while it's all affecting the Gestalt, the sources are coming from different characters. Additionally in this group, the Cleric has the highest AC of a 18, and with Shield of Faith this goes up to 20. Because the Cleric has the highest AC, any further attacks to the Gestalt needs to beat an AC of 20. The Cleric strikes the paralyzed enemy with their mace and does some serious damage. The Gestalt has no particular actions to take, so they simply take the dodge action. The Barbarian swings at Enemy 1 followed by the Wizard casting magic missile at Enemy 2. Enemy 1 rolls their saving throw and passes, moving it onto Enemy 2. The enemy attacks, and rolls an 18 as their highest. While this would beat the AC of the Barbarian, Wizard, and Rogue, the Cleric's AC is 20, and thus the attack will fail to go through. Now it's the rogue's turn is next and they attack the enemy. [i]However[/i], because the Gestalt is not adjacent to any allies, nor is the enemy under any condition where the rogue could get advantage, they do not get sneak attack. Thus the Rogue rolls a normal amount for damage. The Cleric goes and attack Enemy 1 but fails to hit due to Enemy 1 being out of Paralysis. The Gestalt takes another dodge action. Barbarian attacks and brings down Enemy 1, and Wizard follows up with another Hold Person on Enemy 2, who unfortunately passes. Now Enemy 2 counters with their own spell, a Hold Person against the Gestalt. However there are multiple factors to take into consideration. Firstly, Wizard is a Gnome, and thus their Gnome Cunning grants them advantage on this saving through. Secondly, the Cleric has the highest Wisdom save with a +5. Together, even though this abilities come form two different characters, they can still work together and thus the Gestalt passes their wis save against Hold Person. It is now the Rogue's turn. Sensing that this enemy may have more tricks up their sleeve, they move the Gestalt away and hide. They can use their impressive +7 to stealth, despite the Cleric's Chainmail Armor normally granting disadvantage, and they are successfully hidden from Enemy 2. The rogue then readies to throw a dagger at the enemy once the Gestalt reveals themselves. The Cleric can capitalize on this by also making an attack, Guiding Bolt, alerting the enemy to the Gestalt's presence and triggering the Rogue's sneak attack. Both the Cleric and the Rogue makes their attacks at advantage due to being hidden, and successfully kill Enemy 2. [/hider] If that all sounds long and complex, well that's more or less how the game will go. Except usually I'll be throwing [i]more[/i] enemies at you, and often with more unique abilities than what you'd expect from the monster manual. A lot of the foes you'll face are at best reskins of existing monsters or straight up homebrewed. This is because the nature of a gestalt basically means that you'll have no statistical weakness. The Gestalt will use the Highest AC, relevant saving throw, and a combination of everyone's health for their HP. However skill checks are still their own, barring a character actively using their action to roll the skill instead, for example the Rogue using their stealth to hide the Gestalt instead of the Gestalt using their own stealth, which is a +0. Additionally if a Gestalt is struck and characters are concentrating on a spell, the respective characters must still roll their own concentration checks using their own constitution, which can add a layer of complexity if all the gestalts are casters. Aside from that, there's also the matter of the Gestalt themselves. While they are effectively a DMPC, I would like you all to give me your thoughts about who or what the Gestalt is. I will say now that statistically, they're 10 across the board. While this may change later into the story, they are effectively about as good as a commoner, baring whatever racial bonuses they get, and without the rest of you they aren't going to last very long. That being said the Gestalt isn't totally useless as demonstrated in the combat example: because they themselves are being targeted, they can still try to dodge attacks. They can also do other actions normally available, such as using an item, moving, or even attacking albeit probably not as good as some of your characters. And while I will control the Gestalt, your life is bound to them, so I highly recommend your characters making use of the Gestalt themselves as an extension of your own character. Additionally while I'm more or less crowdsourcing who they are in some aspects, they still have their own personality, goals, and interests, so keep that in mind when creating your character. Perhaps they know the Gestalt, or maybe they're a stranger. Maybe they're friends, or perhaps were even enemies. As far as character building will go, we will do standard 27 point buy. Any official books or resources are allowed, though keep in mind that for Background you will all be using a specific one I am providing below. No particular restrictions on race, I do allow the Tasha stat changing as well. Any official class is allowed, you may multiclass if you'd like but you must still meet the standard stat requirements to multiclass into or out of your primary class. Items will be based off your class and Background, provided below. [hider=Bright Stricken] [b]Skill Proficiency[/b]: Any two of your choice. [b]Tool Proficiency[/b]: Any Artisan Tool, Gaming Set, Musical Instrument, Tool, or Vehicle of your choice. [b]Language[/b]: Any of your choice. [b]Equipment[/b]: A set of Traveler's Clothes, a belt pouch, a trinket (You can roll for one [url=https://5e.tools/items.html#trinket_phb]here[/url] or make it up yourself), one tool/gaming set/instrument of your choice, one mundane adventuring gear worth 10 GP or less. Feature: Memories of Life. You were struck down in these cursed lands, yet despite your fate you still remember vestiges of your past. Some of your memories are faded, gone even, but what you do remember stand out strongly. You have vivid memories of a location, organization, or a type of creature. Your ability to recall this information and make use of it can help the Gestalt through these cursed lands, whether it be identifying safe passage, discerning messages, or even discovering weaknesses. Suggested Characteristics These are literally just optional, but just to give you an idea of the type of people who would come and eventually die here, do consult this list so you can get into the general theme of things. Personality Traits 1. I'm haunted by the memories of my final moments. I can't stop thinking about them. 2. I am cautious around strangers, and still careful around people I know. 3. I've come here to punish the evil here and death will not stop me. 4. The only thing that matters now is survival. 5. There is death and adventure here, and I'm looking for both. 6. I've already lost my life before, what's there left to lose now? 7. This is my second chance to fix a mistake I've made. 8. Even in this bleak existence, I know there is good in this world. Ideal 1. Redemption. I've failed before but I will do everything in my power to right the wrongs. (Good) 2. Duty. Even in death I must fulfill the oaths I took when I had lived. (Lawful) 3. Liberation. Now shed of my mortal coil I can do things that I could have never done before. (Chaotic) 4. Opportunity. Though I should be dead, now I can escape my fate and perhaps even fulfill some goals I had in life. (Any) 5. Acceptance. My time has passed, but I shall use what little time I have to the best of my ability. (Neutral) 6. Conquest. My death was only the beginning to something grander I could achieve in these blighted lands. (Evil) Bond 1. I still remember the family I had. I hope they had managed to escape this chaos. 2. This is my homeland, and I will do everything I can to restore it to it's former glory. 3. I remember the men and women who served alongside me. I will always honor their memory. 4. I gave my life to save someone's life, and I know they're still out there, somewhere. 5. Even if I don't remember all the details, the Gestalt is someone important to me. 6. I came here as an agent for my nation, and that has not changed even now. Flaw 1. Violence is my only answer to problems in this cursed land. 2. You can't trust anyone here, dead or alive. 3. I resent this duty and I will find some way to escape it. 4. I miss the pleasures in life, and I would do anything to feel alive again. 5. Because I've died once already, does safety really matter anymore? 6. I dislike sharing this body with the others. The Gestalt will be mines alone. [/hider]