Myrmex
2009-03-02, 03:42 PM
I've always wanted to have a group of telepaths run a Spelljammer-esque Astal ship, and I've decided my current campaign could use more mindflayers, so I'm looking for good, high level gestalt builds for the following:
Captain (Ultralithid?)
Telepath 16//Beguiler
Navigator
Seer12//something5/Ur-Priest7
Helmsman
Nomad12//Ranger5/Horizon Walker 7
Gunner
Kineticist14//Duskblade 14
The hit dice of the flayer will simply be replaced by the relevant levels of psion. The names of their station; captain, navigator, helmsman, gunner, are dumb, and could be more flayer. The psion side of the gestalt is definite, but what to put on the other side is a little shaky. I like the idea of the captain being very skillful, tricky, as well as a full manifester with psionic dominate. Plus spontaneous caster makes it seem less like I'm a cheating DM :smallbiggrin:
The navigator has levels of ur-priest because the cleric spell list is full of strong abjurations & divinations, and I see the navigator as both forseeing trouble, and preparing the crew for it. I've heard something of an archer cleric build- would this be possible with ur-priest? A blind flayer seer that snipes through walls would be awesome. If there are better suggestions out there, I would love to hear them.
The Nomad is basically there for teleporting and stuff. I like him being able to blink around, but ranger5/horizon walker 7 isn't particularly strong. Other than dimension door once every 1d4 rounds (should annoy the crap out of my players), his abilities aren't going to be powerful enough for the players to see, which means that any associated flavor will be ignored, due to getting hit with ultrablasts and a wall hack flayer. Alternatively, I was thinking of using teflammar shadowlord and shadow hand swordsage, but that seems a little nasty. That's like 2 or 3 full attacks a round, perhaps even kidnapping players and sucking their brains out behind a wall. I'd be less adverse to these tactics if there were more players.
Kineticist is blasty. That's all I really have. Warmage would add more blasty, but honestly, I need more actions, not more blast. Psions have plenty of pp to throw out. It's not like they're a real adventuring party. Maybe something tanky, like warblade? I'm not sure how to mesh d12 HD and sword-love with the flayer aesthetic, though.
Any thoughts/comments/suggestions would be much appreciated!
Captain (Ultralithid?)
Telepath 16//Beguiler
Navigator
Seer12//something5/Ur-Priest7
Helmsman
Nomad12//Ranger5/Horizon Walker 7
Gunner
Kineticist14//Duskblade 14
The hit dice of the flayer will simply be replaced by the relevant levels of psion. The names of their station; captain, navigator, helmsman, gunner, are dumb, and could be more flayer. The psion side of the gestalt is definite, but what to put on the other side is a little shaky. I like the idea of the captain being very skillful, tricky, as well as a full manifester with psionic dominate. Plus spontaneous caster makes it seem less like I'm a cheating DM :smallbiggrin:
The navigator has levels of ur-priest because the cleric spell list is full of strong abjurations & divinations, and I see the navigator as both forseeing trouble, and preparing the crew for it. I've heard something of an archer cleric build- would this be possible with ur-priest? A blind flayer seer that snipes through walls would be awesome. If there are better suggestions out there, I would love to hear them.
The Nomad is basically there for teleporting and stuff. I like him being able to blink around, but ranger5/horizon walker 7 isn't particularly strong. Other than dimension door once every 1d4 rounds (should annoy the crap out of my players), his abilities aren't going to be powerful enough for the players to see, which means that any associated flavor will be ignored, due to getting hit with ultrablasts and a wall hack flayer. Alternatively, I was thinking of using teflammar shadowlord and shadow hand swordsage, but that seems a little nasty. That's like 2 or 3 full attacks a round, perhaps even kidnapping players and sucking their brains out behind a wall. I'd be less adverse to these tactics if there were more players.
Kineticist is blasty. That's all I really have. Warmage would add more blasty, but honestly, I need more actions, not more blast. Psions have plenty of pp to throw out. It's not like they're a real adventuring party. Maybe something tanky, like warblade? I'm not sure how to mesh d12 HD and sword-love with the flayer aesthetic, though.
Any thoughts/comments/suggestions would be much appreciated!