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shadow_archmagi
2009-07-26, 07:00 AM
What should I go with? My comrade(s) have already taken a page from the Tome Of Weeaboo Fightin Magic and so hitting things and being hit are pretty much taken.

Ordinarily, I'd just go Wizard, with a Wizard Prestige class later on, but since this is gestalt that still leaves 8 class levels unoccupied.

NEO|Phyte
2009-07-26, 07:03 AM
Psion? Archivist? [int-based class]?

shadow_archmagi
2009-07-26, 07:07 AM
Factotum, maybe? Bonus actions and INT synergy sounds good...

Epinephrine
2009-07-26, 07:59 AM
Go with buffing others and use bard/marshal/dragon shaman as possible classes?

Have fun with flexible abilities and include binder? Being able to get abilities you'd like by entering a new pact is pretty neat.

Of course, these are all Cha-based classes, but one could either accept having 2 attributes for abilities, or go sorceror rather than wizard.

Zergrusheddie
2009-07-26, 08:13 AM
I'm not 100% familiar with the Gestalt rules, so my advice might not be correct.

You could go Cleric//Wizard and then take Mystic Theurge as a Prestige Class for one of the levels. That would let you increase both classes casting ability while you use the other class to to do something different. Wizard3//Cleric3//Mystic Theurge5/Monk5 might be sort of cool. You would have a poor BAB
(which Divine Power can fix) and semi-low HP but you could Polymorph into a Troll and go Kung-Fu on your enemies. Plus, you would still be a full caster.

I wonder if Wizard8//Cleric3/Mystic Theurge5 gives you the casting ability of a level 13th Wizard?

Sliver
2009-07-26, 08:23 AM
I'm not 100% familiar with the Gestalt rules, so my advice might not be correct.

You could go Cleric//Wizard and then take Mystic Theurge as a Prestige Class for one of the levels. That would let you increase both classes casting ability while you use the other class to to do something different. Wizard3//Cleric3//Mystic Theurge5/Monk5 might be sort of cool. You would have a poor BAB
(which Divine Power can fix) and semi-low HP but you could Polymorph into a Troll and go Kung-Fu on your enemies. Plus, you would still be a full caster.

I wonder if Wizard8//Cleric3/Mystic Theurge5 gives you the casting ability of a level 13th Wizard?

It is adviced against allowing dual-spellcasting progression classes, but a DM could allow one side to take MT but no DM will allow you to take MT on one side and continue to progress your spellcasting on the other side also. Thats just bad.

I like the wizard//archivist idea.. almost every spell out there, you can have, and both classes are INT..

Epinephrine
2009-07-26, 08:29 AM
I like the wizard//archivist idea.. almost every spell out there, you can have, and both classes are INT..

I'd avoid dual casting, for balance purposes. If your party has people who like hitting things, a wizard/archivist is in a different league.

Going with a wizard//(bard and/or dragon shaman and/or marshal) would let you grant a lot of fun bonuses to your combat folks, while still leaving you a full caster. Marshal dip is almost certainly a good thing if you go with either of the other charisma classes; having draconic auras as well as marshal auras is nice too.

In terms of gestalt bonuses, you gain HD size with any of those options (shaman gives d10s, bard only d6, but many skill points), you gain BAB (handy for making your touch attacks, etc.), and some non-action draining party buffs to keep you popular. They also help bring up your other saves.

only1doug
2009-07-26, 08:31 AM
Wizard // Beguiler (2x Int based casting)

Wizard // Duskblade (2x Int based casting with full BAB and D10 Hit die)

Sorcerer // Spellthief (Cha based casting with some rogueishness)

Wizard // Rogue (Int based casting + skillmonkey.)

My choice would be wiz // duskblade but I guess it may feel a little similar to all the ToB characters.

Zergrusheddie
2009-07-26, 08:43 AM
Wizard // Beguiler (2x Int based casting)

Wizard // Duskblade (2x Int based casting with full BAB and D10 Hit die)


Wizard//Beguiler would be slightly redundant though you could safely ban Enchantment and Illusions to focus on some other ones and Beguilers make awesome 'Rogues'. Wizard//Duskblade would work great, especially since a Wizard has access to Wraithstrike. Wraithstrike is of course wonderfully borked, but wouldn't it be fun to do a Full Power Attack Wraithstrike with a Shocking Grasp for 2d6+21+5d6 damage? :smallwink:

Ernir
2009-07-26, 08:49 AM
Wizard x /Wizard PrC (8-x)//Factotum 8 is as powerful as you get, I think. Factotum 8 grants you extra standard actions. For that alone, it could be worth it. It also happens to give you the greatest Int synergy there is, a respectable hit die, more skills than you know what to do with - and treat every one of them as a class skill. And you can make a Specialist Wizard, and still cast the "must have"s from the banned schools as a Factotum. Go Wizard//Factotum today! :smallbiggrin:

shadow_archmagi
2009-07-26, 08:54 AM
What are some good prestieges to nick on the Wizard side? I realize 8 is only juusst beginning to be able to access most of them, but there are still some decent ones, right?

EDIT: Also, it is notable that there will probably only be the one other party member.

Sliver
2009-07-26, 08:56 AM
I'd avoid dual casting, for balance purposes. If your party has people who like hitting things, a wizard/archivist is in a different league.

I donno, you still don't have more actions so I don't really see why its that much more powerful then usual..

Zergrusheddie
2009-07-26, 09:13 AM
If you can spare the feats, Initiative of the Sevenfold Veil is excellent. At higher level, it is basically nigh impossible to kill. Anything that can not cast the highly specific spells required to drop the Veils are in trouble. And anyone who can't cast any spells are completely screwed.

AmberVael
2009-07-26, 09:48 AM
Factotum, maybe? Bonus actions and INT synergy sounds good...

This.
Factotum is amazing for gestalt, especially when synergized with another Int based class. You'll have amazing skill points, the ability to boost most numbers you might want to boost (saves, AC, attack...) and that nice little ability to gain extra actions.

It'll also give you some extra spellcasting (even if you don't have a spellbook, which is nice), some minor healing ability (which is always useful- don't count on it to heal you entirely, but it is always good to have a little reserve of your own healing), and a great deal of versatility which just adds onto the Wizard's awesomeness.

As for PrCs...
Fate Spinner is a decent earlier (well, relatively early) access one, and it doesn't require much to get in. There is also Master Specialist- you can get into that one REALLY early, and for a Gestalt character, specializing is an even better idea than normal (you can prepare any necessary spells from the other schools on your factotum side.)

Eldariel
2009-07-26, 10:02 AM
Wizard//Factotum is the best combination for a caster you can hope for. Extra actions, penetrating SR for free, access to your banned schools (albeit few levels late), Int to AC, Saves, physical skills and attacks, and all skills in class.

Also, Factotum is perfect without any multiclassing due to a variety of awesome scaling abilities and constantly increasing Inspiration-pool so you can save your PrCs for the Wizard-side. Unless you want a Gish, I strongly suggest Wizard//Factotum (Psion can also work out great, but it gets messy to maintain both, powers and spells; Archivist is the third option, but it merely expands your options rather than increasing your number of actions).


EDIT: Wahh, Vaelinja'd

shadow_archmagi
2009-07-26, 11:31 AM
OK, got my stats and spells done.

What should I do for items? So much WBL....

Ernir
2009-07-26, 11:42 AM
OK, got my stats and spells done.

What should I do for items? So much WBL....
What classes did you end up picking?

If Wizard//Factotum - Headband of Intelligence, first and foremost. It powers everything. Always have the biggest one you can, as soon as you can.
After that, add Rings of Protection/Amulets of Natural Armor/Bracers of Armor/Cloaks of Resistance until you feel reasonably safe.

Then add everything else.

shadow_archmagi
2009-07-26, 11:43 AM
What classes did you end up picking?

Factotum/Artificer

Epinephrine
2009-07-26, 12:13 PM
I donno, you still don't have more actions so I don't really see why its that much more powerful then usual..

Twice as many highest level spells helps.

Random NPC
2009-07-26, 01:43 PM
Tome Of Weeaboo Fightin Magic

As a Weeaboo, I resent that :smallannoyed:

But I would suggest concentrating on Crafting as much as possible before the campaign starts. And poof, your WBL is spent

Eldariel
2009-07-26, 02:00 PM
Factotum/Artificer

...Artificer? Well, that gets just downright silly. Alright, start with Headband of Intellect. You might also want a Con-booster and consider a Dex-booster. Beyond that, uh, start replicating spells.

Eternal Wands of Everything That's Useful Under Level 3 (to be used with Metamagic Item-infusion) is a good start; two Persistent uses per Wand. After that, pick up Bag of Holding/Portable Hole and Dedicated Wright to do your crafting while adventuring and a Heward's Handy Haversack for your own items. After that, Belt of Battle is a must and you'll probably want Circlet of Persuasion too.

Scrolls and such are natural addition to any Artificer's arsenal, and you might want to look into some big Golems or Effigies. You'll eventually want Ring of Freedom of Movement (or cast Heart of Water daily from an item) and probably Ring of Evasion. Hand of Glory for an additional Ring-slot is an almost must too and you'll eventually want Extra Rings (and Ring of Greater Counterspells and Ring of Spell-Battle, just to counteract Disjunctions and the like). You'll also want item-based flight and invisibility probably, and things to that effect.

Eh, equipping an Artificer is a tedious job and you really should do that yourself. This is only a starting point - basically, replicate useful spells with items and pack Wands and Scrolls for offensive potential (or buff yourself into a combat machine if using Polymorph-line). And just pick good stuff.

Handy links:
Artificer Player's Guide (http://forums.gleemax.com/showthread.php?t=813665)
Bunko's Bargain Basement Re-Opened (http://brilliantgameologists.com/boards/index.php?topic=350.0)
Artificer Handbook (draft) (http://forums.gleemax.com/showthread.php?t=520855)