Gusto (3.5e Class)

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A Gusto trying to revive her fallen companion, offering a staff with appropriate worth.

Gusto

Gusto's are a type of Druid/Hunter. Yet they only have affinity for aerial creatures. Lacking the ability to shapeshift, they are instead born with a companion at their side. Their Familiar, if you will. They can ride this companion into battle. They also have spells at their disposal, mainly wind or air based. Although they can seem powerful, they require long wind-ups. You'll find Gusto that let their companion fight for them, while they channel their spells through them from a safe(?) distance.
There's also those that ride their companion into battle, using their own weapons to support them, while granting bonuses to their companion or to themselves.

Making a Gusto

Gusto's are good at scouting and they have a lot of maneuverability. They can rain down spells on their opponents from above. Yet, when indoors or otherwise unable to kite their foes, they will quickly fall in combat. They lack a good health pool, and their spells have long wind-up, not suited for casting under stress. They perform well with a team that can support them while they channel their spells.

Abilities: The Gusto likes to have Charisma, as it boosts their spells and their connection to their familiar. Dexterity also helps to raise their fragile AC and to stay in the saddle.

Races: Anyone in tune with nature can join this class. Outsiders to the Gusto Tribe can be summoned a companion through a complex ritual only the most acomplished Daigusto (See below) know, regardless of race. The only exception is races that can fly. As avians are their spirit animal of sorts, they deem it impossible to make a flyer into a Gusto. (Feel free to play this class as a flying race, but know that most things will be redundant for you.)

Alignment: Most Gusto tend to be neutral on both spectrums, though any alignment can be found.

Starting Gold: 5d6 * 10gp.

Starting Age: Moderate.

Table: The Gusto

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Gusto's Companion, Special Connection, Minor Gusto Magic
2nd +1 +0 +3 +3 Minor Gusto Magic, Strong as a Team
3rd +2 +1 +3 +3 Minor Gusto Magic
4th +3 +1 +4 +4 Minor Gusto Magic
5th +3 +1 +4 +4 Minor Gusto Magic, Moderate Gusto Magic, Evolve, Strong Bonds
6th +4 +2 +5 +5 Moderate Gusto Magic
7th +5 +2 +5 +5 Moderate Gusto Magic
8th +6/+1 +2 +6 +6 Moderate Gusto Magic, Evolve
9th +6/+1 +3 +6 +6 Moderate Gusto Magic
10th +7/+2 +3 +7 +7 Daigusto Mode, Major Gusto Magic, Strong Bonds
11th +8/+3 +3 +7 +7 Major Gusto Magic
12th +9/+4 +4 +8 +8 Major Gusto Magic, Evolve
13th +9/+4 +4 +8 +8 Major Gusto Magic
14th +10/+5 +4 +9 +9 Major Gusto Magic
15th +11/+6/+1 +5 +9 +9 Greater Daigusto Mode, Evolve, Strong Bonds
16th +12/+7/+2 +5 +10 +10 Emeral
17th +12/+7/+2 +5 +10 +10 Thunbolt
18th +13/+8/+3 +6 +11 +11 Squirro
19th +14/+9/+4 +6 +11 +11 Windaar
20th +15/+10/+5 +6 +12 +12 Evolve, Daigusto Mastery

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Balance(Dex), Climb(Str), Concentration(CHA!), Craft(Int), Diplomacy(Cha), Disguise(Cha), Escape Artist(Dex), Gather Information(Cha), Handle Animal(Cha), Heal(Wis), Hide(Dex), Jump(Str), Knowledge Nature(Int), Knowledge History(Int), Knowledge Geography(Int), Listen(Wis), Move Silently(Dex), Ride(Dex), Search(Int), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex), Use Rope(Dex).

Class Features

Gusto's get their abilities from their companion. If their companion isn't capable of giving them their effects, they can't use any of their Class Features unless otherwise noted. All of the following are class features of the Gusto.

Weapon and Armor Proficiency: Gusto are proficient with all simple and martial weapons. Gusto are proficient with light armour and shields.

Gusto's Companion: Gusto's start play with a Companion. These act like a druid's animal companion, except they can only be aerial. They still level up like a druid's animal companion. At level one they can get one of the following: Hawk, Eagle, Owl and Tiny Bat.
The companion can be completely controlled like they were a player. No Handle Animal is required. The Companion can act completely independant of the Gusto. Only when the Gusto is dead does the companion vanish for good.
If the Gusto were to be revived by any means (except as an undead) then the Companion reforms as well.

Special Connection: The gusto's companion is not a normal animal. It's a construct of spiritual energy, directly linked to the Gusto. Thus it has certain abilities a normal animal doesn't. However, the Gusto loses all these bonuses (and all other class features) if they wear armour heavier than light.

Linked Senses(Ex): Gusto's can sense through their companion's senses at will. This prevents them from usng their own senses. They can toggle this on or off at will.

Evolve: As the Gusto grows in power, so does the Companion. Further explained below.

Focus: The Gusto and their companion are so in tune, that when the Gusto uses the concentrate skill, they use their Cha instead of their Con. Furthermore, if the Gusto is riding their companion, they don't get any penalties to concentrate for riding or for bad weather.
If the gusto would ever get lose focus, by failing a concentration roll, they are stunned for the amount of time they would still have had to concentrate to cast the spell. (Note: the companion can still act as normal, however.)
The DC's for a Gusto's concentration check are:
Minor Magic: 10
Moderate Magic: 20
Major Magic: 30

Summon(Sp): The Gusto can summon it's companion to their side once per day. This is a standard action.

Always With You: If the Companion were to die, it merely returns to it's primal, raw energy form. In this form, it doesn't have any interaction with the world. It exists on a plane of it's own, unnoticable and timeless. While in this state, it can't transfer any bonuses to the Gusto. After (7 - Con mod) days have passed for the Gusto, they can attempt to reform the Companion. This process takes (Class level x 500) gold in materials, and 5 hours. If this goes uninterrupted by combat, the companion imediately reforms and the Gusto regains all bonusses. If combat erupts during these 5 hours, the gusto loses the materials used and must wait another day.

Minor Gusto Magic: At level one, and every level thereafter, the Gusto can chose one of these Spell-like abilities to obtain. Note that certain spells originate from the companion even though the Gusto is the one channeling and casting them. These spells require the companion to be within 50 feet of the Gusto.

Blessings for Gusto(Sp): The Gusto can heal hitpoints per day to it's companion or themself. The amount healed per day is substracted from a pool equal to (Class level * Cha mod). Healing the Gusto takes 2 points from this pool per hp healed. Healing the companion only takes 1 point. Sleeping for 6 hours refills this pool. Healing in this manner is a standard action and requires physical contact between the Gusto and their companion.

Contact with Gusto(Sp): The Gusto concentrates for one round, then fires an electrical bolt from their companion's beak/mouth. This bolt can go 100ft + 10ft/level and does (Class Level)d6 + (Cha mod) electrical damage (ranged touch attack). (no save)

Dust Storm of Gusto(Sp): The Gusto concentrates for one round, then obtains it's companion's ability bonuses on top of it's own ability bonuses, unless they're negative. (For example: A bird with 14 dex grants the Gusto a +2 to their dex. These last for (Cha mod) rounds. While The Gusto has these bonuses, their companion is absorbed into them, and the Gusto's eyes glow a bright green.

Whirlwind of Gusto(Sp): This ability can only be used if the Companion is in it's primal form (dead). After concentrating for 2 rounds, the Gusto takes half of it's max hp in damage and instantly reforms the companion at it's side. This spell can only be cast once every month. This 'cooldown' doesn't stack with 'Phoenix'.

Quill Pen of Gulldos(Sp): Upon obtaining this ability, the Gusto can form a quill from a feather (or piece of fur, by magical means) of it's companion. This is a swift action. This quill has indefinite ink in any colour. This quill can be used to mark things or even people. When so marked, the Gusto will always know their location and will be able to talk to them telepathically (if they're a person). They can't talk back, though. Only 5 such Marks can exist at any one time per Gusto. These marks can be erased at will from wherever. These Marks are visible to all, as they resemble a signature of sorts. What actually is written or what symbol is used is up to the Gusto itself, but it must always be the same symbol/line. People other than the gusto can't erase these by non-magical means.

Strong as a Team: From level 2 onward, the companion may add the Gusto's will save to it's own will save.

Evolve: A Gusto's companion gets stronger with them. They are known to change forms as they grow. Once they have changed forms, they can't go back. If so desired, they can, instead of changing forms grow a size category. If they do so, they gain +6 Str and Con on top of the normal bonuses and downsides for growing a size category.
When the companion changes form, it's still part of the Gusto. Thus it's alignment is always the same as the Gusto's, no matter the form it takes. Once a companion has reached the same size category as the Gusto or bigger, the Gusto can ride it, no saddle required. Normal rules for mounted combat apply. The companion receives no downsides whatsoever for carrying the Gusto. (Companions can never summon more creatures, with the exception of the Couatl, Golden Protector and Nightwing.) The companion can change into the following creatures:
Level 5: Arrowhawk (Juvenile), Hippogriff, Cockatrice, Pegasus, Giant Eagle, Giant Owl.
Level 8: Arrowhawk (Adult), Griffon, Hieracosphinx, Manticore, Cloaker, Spider Eater.
Level 12: Arrowhawk (Elder), Criosphinx, Dragonne, Gynosphinx, Belker, Wyvern, Chimera, Lammasu.
Level 15: Roc, Couatl, Yrthak, Vrock.
Level 20: Nightwing, Nalfeshnee, Horned Devil, Golden Protector.


Strong Bonds: The range the companion can be from the Gusto while still being able to channel/receive their spells increases by 50 feet.


Moderate Gusto Magic: At level 5, the Gusto learns stronger, yet more straining magic.

Pilica:(Sp) After concentrating for 1 round, the Gusto can improve their companion's Flight to perfect for (Class Level) rounds.

Winda:(Sp) After concentrating for 2 rounds, the Gusto unleashes a torrent of slicing winds with a mere wave of their hand. This can be stored for (cha mod) rounds. These winds do (Class Level)d8 + (cha mod) in a 60 feet cone or 120 feet line. These winds only harm those the Gusto wants to harm. (Reflex save DC = 15 + Cha mod)

Kamui:(Sp) After concentrating for 2 rounds, the Gusto channels an electrical energy through their companion. The companion deals 1d8 + (Class Level) electric to enemies that attack it in melee, unless they make a reflex save. The companion also does 1d8 + (Class Level) bonus damage on every successful melee attack of it's own (no save). This damage is electrical in nature. This power lasts for (Cha mod) rounds. (Reflex Save DC = 15 + Cha mod)

Musto:(Sp) After concentrating for 2 rounds, the Gusto unleashes a burst of green energy from the companion. This wave travels for 60 feet in every direction. Every enemy hit by this wave makes a fort save or is knocked prone and takes (1/2 Class Level)d4 damage. Either way, everything hit by this wave is affected by Dispel Magic, as cast by a caster of the same level as the Gusto has class levels. (Fort save DC = 15 + Cha mod)

Caam:(Sp) After concentrating for 1 round, the Gusto and all allies (including the companion) within 50 feet gain a green, whispy glow. This glow convers a (Cha mod) deflection AC bonus. This is based on the Gusto's Cha, even if the aura is applied to someone else. The glow stays even if the allies move more than 50 feet away from the Gusto. This glow lasts for (Cha mod) rounds.

Daigusto Mode: At level 10, this Gusto learns how to unlock more of it's powers. Upon reaching this level, the Gusto must first chose a path. This is irreversible. There are 2 paths:

Awakened Gusto: This path is focused on the Gusto themselves fighting. It merges the Gusto and the companion for it's duration. While merged, the Gusto is affected by 'Dust Storm of Gusto' and 'Kamui' (see above). Dust Storm of Gusto and Kamui can not be cast while in this mode. Blessings for Gusto heals them like their companion in this mode. Blessings for Gusto can also be used at any point, even when it is not their turn, but only once per round. They also sprout big green wings, granting them double their land speed as fly speed with good maneuverability. The Gusto also emits a green glow, granting light as the spell 'Cast Light'. They also gain a + 10 to concentrate while in this form and can concentrate while fighting. Nothing can give them a penalty to their concentration skill while in this mode. The Gusto can no longer be stunned for failing their concentration check. Their spells become a free action to unleash (but still require the correct amount of concentration turns). Entering Daigusto mode is a free action for this path of Gusto, even if the companion isn't in the area. Can not be used while the companion is 'dead'. All spells cast from the companion are instead cast from the Gusto. The Gusto is immune to all of their own spells that their companion is immune to.

Bonded Gusto: This Path is focused on the companion. The Gusto rides the companion for this path. While this Daigusto is active, the Gusto gains + 5 to ride. The Gusto also gains a +5 to concentrate. In addition, the Gusto can't be attacked, so long as he's riding the companion. (The companion can still be attacked.) Once per activation of this mode, while this Daigusto is active, the Gusto can hasten a spell to reduce it's concentration time by 2 rounds. The Gusto's companion gains +4 to Str and Dex while this power lasts. He also gains perfect maneuverability, ignores attacks of opportunity and gains +20 fly movement. On top of that, the companion gains all of the Gusto's feats for the duration of this Daigusto. Activating this Daigusto is a standard action and requires the Gusto the be riding the companion at the time of activation.


Either way, a Daigusto can only be activated once per day, and lasts for (Cha mod+level)rounds.

Major Gusto Magic: At level 10, the gusto learns even stronger magic.

Eguls:(Sp) After 2 rounds of concentrating, the Gusto's companion unleashes a tornado from it's beak/mouth. The tornado can be placed somewhere within 60 feet of the companion's mouth. The companion is completely immune to all of the tornado's effects (and so is the Gusto if they're riding the companion). This tornado is 10 feet wide and 100 feet high. It moves at a speed of 20 feet per round, controlled by the Gusto. Moving the Tornado is a free action and requires no concentration or effort form the Gusto whatsoever. Around the tornado is a cloud of dust (20 feet in every direction from the base of the tornado). This cloud of dust gives everyone inside concealment, but also makes them take a Fortitude save. (DC = 15 + Cha mod) Upon failing this save, they are nauseated (unless they con't need to breathe). Moving towards the tornado from within 60 feet of the tornado requires a Str check (DC = 10 + Cha mod) or be checked. If the tornado is within 20 feet of a character, they must make a fort save (DC = 15 + cha mod) or be blown away 1d6 * 10 feet, taking 1d4 damage per 10 feet flown. (Doesn't apply to characters that are Huge or bigger.) Characters in the Tornado take 6d8 damage and are stunned for one round, then ejected in a random direction for 2d6 * 10 feet. (1d4 damage per 10 feet flown) Huge or larger creatures are not ejected. (Fort save: DC 20 + cha mod for half damage and negate stunned). The Tornado lasts for 2 rounds. While the tornado is out, the Gusto can't start concentrating on a new spell, unless they're in Daigusto mode.

Sphreeze:(Sp) After 3 rounds of concentrating, the Gusto enters a sort of trance. This trance makes all damage they or their companion receives half of what it would have been prior to calculating resistance. The other half is applied to whoever attacked them. This trance doesn't prevent them from doing anything else. The reflected damage is Force type and has no save. This Trance lasts for 2 rounds.

Gulldos:(Sp) After 3 rounds of concentrating, the Gusto makes arcing lightning erupt from their foes. The Gusto designates 2 targets within 120 feet of them that they have line of sight on. These targets erupt with lightning, taking (Class Level)d6 damage (no save). Then, every foe within 30 feet of the targets are struck by the lightning arcing to them. They also take (Class Level)d6 damage, but are granted a save. (Reflex save: DC 15 + Cha mod for half damage).

Falcos:(Sp) After 2 rounds of concentrating, the Gusto and all allies within 100 feet gain a pair of green feathered wings. These wings have a fly speed of 60 feet (good). These wings last for (Class Level) rounds.

Phoenix:(Sp) After taking this ability, once per month, the Gusto can revive it's companion instantly as a standard action. The Companion appears in green flames, and gains +(Cha mod) to it's Str and Dex, for the rest of the encounter.

Greater Daigusto Mode: At level 15, the Gusto unlocks more secrets of the Daigusto.

Awakened Gusto: These Gusto gain 'Sphreeze' when they are in this mode. 'Sphreeze' can't be cast while in this mode. Their Concentration bonus goes up to a +20. In This form, the Gusto gains perfect flight with their wings. They also gain +20 feet flight speed. The Gusto grows a size category while merged. This also increases the size of all their equipment and weapons.

Bonded Gusto: Their concentration bonus goes up to +10. Their mount's speed goes up by another 20 feet. The hastening of a spell now skips 3 rounds of concentration, and it can be done twice per Daigusto.

While in Greater Daigusto, the Gusto gets to change the damage type of their spells to any other energy type. Greater Daigusto lasts (Class Level) rounds. (Or Cha mod, if that's higher.)

Emeral (Sp): Once per day, the Gusto can order it's companion to possess someone. The companion must make a melee touch attack on the target. If it lands, they will try and merge. The target gets a will save (DC = 20 + Cha mod). If failed, the save can be repeated every turn the companion is possessing the target. If the save is failed, the target is possessed untill they make the save. While possessed, the Gusto can control the target as if it were his companion. The Gusto gets to act with the possessed immediately after the possession is successful. While possessing a target, the Gusto loses their own hit die in hp per round, as they are disconnected from their companion, something very unnatural for them. They can still use their spells to cast from their companion, though. These spells emerge from the possessed victim, instead.


Thunbolt (Sp): At level 17, the Gusto can unleash Thunbolt, their strongest offensive spell. This comes at a great cost, however. Once per day, they can morph their companion into a bolt of green lightning. When launched, it howls through the air like a wolf. The bolt doesn't need to be thrown, it propels itself. This bolt does electrical damage equal to the HP the companion had at the time of morphing + the Gusto's level + Cha mod. This spells offers no save. It has a range of 100 feet + 10 feet/level. The companion dies if the bolt strikes it's target. If it misses (ranged touch attack), the companion reforms at the Gusto's side in 2 rounds, as it was when it transformed into the bolt..


Squirro (Ex): At level 18, the Gusto can use Squirro. Squirro grants the Gusto the ability to have any and all damage done by them ignore up to 15 of the target's DR/resistance. On top of that, it lets them Summon their companion at will. Finally, they gain the Infinite Deflection feat, even if they don't have the requirements. (They don't actually use their body to deflect the arrows. Instead they use carefully controlled bursts of wind to render the projectiles useless.)


Windaar (Ex): At level 19, the Gusto obtains Windaar. As a Windaar, the Gusto can no longer age. They gain a +4 to charisma and gain the ability to start concentrating on 2 spells at the same time. (But not in the same round. You can start concentrating on a new spell, even though you're still channeling the spell you chose last round.)


Daigusto Mastery: At level 20, the Gusto obtains Mastery over the Daigusto. They can now permanently be in Daigusto mode. They can turn Daigusto mode on and off at will. The Bonded Gusto can Hasten a spell to skip 3 rounds of concentration thrice per day.

At this point, the Gusto becomes a Daigusto.

Ex-Gusto's

Gusto's can only ever be Gusto's. A Gusto with levels in another class loses all Gusto levels.

Daigusto

Table: The Daigusto

Hit Die: d8

Level Special
21st Bonus Feat
22nd
23rd Bonus Feat
24th
25th Growth, Bonus Feat, Initiation
26th
27th Bonus Feat
28th
29th Bonus Feat
30th Growth

4 + Int modifier skill points per level.

Initiation: A Daigusto of level 25 gains the knowledge and power to summon companions for others. The recipient must be willing, not an adult and willing to be reborn (their xp is reset, and they start at level 1 again).
The Daigusto must spend a complete day and night with the target, in solitude. During this time a complex ritual is performed, where the Daigusto and the target sit in a runic circle of sorts. When this ritual is complete, the target becomes a level 1 Gusto. This and being born a gusto due to your heritage (Gusto traits can lay dormant for many generations) are the only ways of becoming a Gusto.

Growth: The Gusto's companion grows a size category. If they can't (they're already collossal) they instead gain 16 Str and Con.


Bonus Feats: The Daigusto gains a bonus feat every other level after 20th.

Daigsuto Bonus Feat List: Any feats the Daigusto meet the requirements for.

Human Gusto Starting Package

Weapons: Bow/Crossbow or a Lance and shield.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Ride 4 Dex
Concentrate 4 Cha
Spot/Listen 4 Wis

Feat: Mounted Combat or Dodge.

Gear: Leather Armour, Basic adventuring gear.

Campaign Information

Playing a Gusto

Religion: Gusto's see their companion as a god of sorts. Most Gusto are grateful to it, while others feel entitled to it's powers.

Other Classes: Gusto's usually get along with most classes. It realy depends on the Gusto itself. They usually share a connection with druids or hunters, though.

Combat: Gusto's scout ahead and give support where needed. Depending on the type of Gusto, they can be on the front line with their mount or they can be in the back (or in the sky) tossing spells into the fray.

Advancement: Daigusto.


Gusto Lore

Characters with ranks in Knowledge Nature can research Gusto's to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Nature
DC Result
5 Gusto's are in tune with their companion. This companion can change shapes through it's life. Their spells take some time to prepare.
10 Gusto's can see and hear through their companion's eyes and ears.
15 Gusto's can enter a power up mode. Depending on what mode they chose, they can become a hard hitter or a strong spellcaster. Gusto's companion's don't die. They can reform mere days later.
20 Gusto's companion's are actually a sort of manifestation of the Gusto themself. When they reach high enough powers, they can call mighty tornados and lightning, or even possess others.



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