Jyton
2012-12-30, 03:59 AM
I hit post when I meant to hit preview, my apologies.
The (premature) original post is bellow, spoilered because, well, it's a spoiler! I'll finish this and edit it accordingly soon tomorrow!
I'm starting a new campaign in the same world with the same group that just ended their last campaign at level 20 by, essentially, beating up the evil empire and splitting it into quarters to rule by their former characters into posterity. The characters in the new campaign will be a Wizard/Archmage specializing in Conjuration barring Evocation and Illusion, a Cleric with the Illusion Domain, this Fighter/Rogue Gestalt, and a fourth yet-to-be-determined class that won't be out adventuring with the group, but will be supplying them with high-power magic items and equipment to make up for his nonattendance. I use the high WBL values, and tend to run higher power campaigns in general. In particular I do my best to throw things at the group that can challenge T1 classes.
The Gestalt will be both the skill monkey and the meat shield for the party. The goal here is to bump him up to a point where he can play with the big boys.
Notes
Note 1; This is not an attempt to "fix" the fighter, popular as that is. If anything, it's an attempt to break it, so he can compete on a Wizard's level. By level 20, he should be able to decide "NONE SHALL PASS!" and be able to back that up.
Note 2; This group has been gaming together for a long time, and we all understand that we come together to have fun and to tell a story. We play hard, I hit them hard and they hit back hard. They haven't tried to "break" the game and I don't anticipate they will now, but the changes to this class should help the Gestalt be as able to do so as the Wizard, should he choose to, hence the 30 (Yes thirty! Read on) bonus ability increases among everything else.
Here are the changes I'm considering making. I realize that giving him all of them, unaltered, could seriously complicate the class, however he's being played by my most experienced player. I'm not really concerned with how complicated it gets, mostly I want your opinions on if this is enough? Too much? Without Further ado;
BELLIGERENT SCOUNDREL
Alignment: Any.
Hit Die: d10
Starting Wealth
{table=head]Class|Starting Wealth|Average
Belligerent Scoundrel|5d6 x 10 gp| 175 gp[/table]
Class Skills
The Belligerent Scoundrel's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Note that this combination of the fighter and rouge skill lists is almost all of the skills, with the exclusion caster focused skills. I don't have a problem with this as he is supposed to be, after all, both the skill monkey and the fighter.
Skill Ranks per Level: 8 + Int modifier
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Feats|Bonus Ability Score
1st|
+1|
+2|
+2|
+0|Gestalt Traits |2 Bonus Feats | +1 Increase
2nd|
+2|
+3|
+3|
+0|Gestalt Traits |2 Bonus Feats | +2 Increase
3rd|
+3|
+3|
+3|
+1|Gestalt Traits |1 Bonus Feats | +1 Increase
4th|
+4|
+4|
+4|
+1|Gestalt Traits |2 Bonus Feats | +1 Increase
5th|
+5|
+4|
+4|
+1|Gestalt Traits |1 Bonus Feat | +1 Increase
6th|
+6/+1|
+5|
+5|
+2|Gestalt Traits |2 Bonus Feats | +2 Increase
7th|
+7/+2|
+5|
+5|
+2|Gestalt Traits |1 Bonus Feat | +1 Increase
8th|
+8/+3|
+6|
+6|
+2|Gestalt Traits |2 Bonus Feats | +1 Increase
9th|
+9/+4|
+6|
+6|
+3|Gestalt Traits |1 Bonus Feat | +1 Increase
10th|
+10/+5|
+7|
+7|
+3|Gestalt Traits |2 Bonus Feats | +2 Increase
11th|
+11/+6/+1|
+7|
+7|
+3|Gestalt Traits |1 Bonus Feat | +1 Increase
12th|
+12/+7/+2|
+8|
+8|
+4|Gestalt Traits |2 Bonus Feats | +1 Increase
13th|
+13/+8/+3|
+8|
+8|
+4|Gestalt Traits |1 Bonus Feat | +1 Increase
14th|
+14/+9/+4|
+9|
+9|
+4|Gestalt Traits |2 Bonus Feats | +2 Increase
15th|
+15/+10/+5|
+9|
+9|
+5|Gestalt Traits |1 Bonus Feat | +1 Increase
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Gestalt Traits |2 Bonus Feats | +1 Increase
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Gestalt Traits |1 Bonus Feat | +1 Increase
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Gestalt Traits |2 Bonus Feats | +2 Increase
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Gestalt Traits |1 Bonus Feat | +1 Increase
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Gestalt Traits |2 Bonus Feats | +1 Increase[/table]
The (premature) original post is bellow, spoilered because, well, it's a spoiler! I'll finish this and edit it accordingly soon tomorrow!
I'm starting a new campaign in the same world with the same group that just ended their last campaign at level 20 by, essentially, beating up the evil empire and splitting it into quarters to rule by their former characters into posterity. The characters in the new campaign will be a Wizard/Archmage specializing in Conjuration barring Evocation and Illusion, a Cleric with the Illusion Domain, this Fighter/Rogue Gestalt, and a fourth yet-to-be-determined class that won't be out adventuring with the group, but will be supplying them with high-power magic items and equipment to make up for his nonattendance. I use the high WBL values, and tend to run higher power campaigns in general. In particular I do my best to throw things at the group that can challenge T1 classes.
The Gestalt will be both the skill monkey and the meat shield for the party. The goal here is to bump him up to a point where he can play with the big boys.
Notes
Note 1; This is not an attempt to "fix" the fighter, popular as that is. If anything, it's an attempt to break it, so he can compete on a Wizard's level. By level 20, he should be able to decide "NONE SHALL PASS!" and be able to back that up.
Note 2; This group has been gaming together for a long time, and we all understand that we come together to have fun and to tell a story. We play hard, I hit them hard and they hit back hard. They haven't tried to "break" the game and I don't anticipate they will now, but the changes to this class should help the Gestalt be as able to do so as the Wizard, should he choose to, hence the 30 (Yes thirty! Read on) bonus ability increases among everything else.
Here are the changes I'm considering making. I realize that giving him all of them, unaltered, could seriously complicate the class, however he's being played by my most experienced player. I'm not really concerned with how complicated it gets, mostly I want your opinions on if this is enough? Too much? Without Further ado;
BELLIGERENT SCOUNDREL
Alignment: Any.
Hit Die: d10
Starting Wealth
{table=head]Class|Starting Wealth|Average
Belligerent Scoundrel|5d6 x 10 gp| 175 gp[/table]
Class Skills
The Belligerent Scoundrel's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Note that this combination of the fighter and rouge skill lists is almost all of the skills, with the exclusion caster focused skills. I don't have a problem with this as he is supposed to be, after all, both the skill monkey and the fighter.
Skill Ranks per Level: 8 + Int modifier
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Feats|Bonus Ability Score
1st|
+1|
+2|
+2|
+0|Gestalt Traits |2 Bonus Feats | +1 Increase
2nd|
+2|
+3|
+3|
+0|Gestalt Traits |2 Bonus Feats | +2 Increase
3rd|
+3|
+3|
+3|
+1|Gestalt Traits |1 Bonus Feats | +1 Increase
4th|
+4|
+4|
+4|
+1|Gestalt Traits |2 Bonus Feats | +1 Increase
5th|
+5|
+4|
+4|
+1|Gestalt Traits |1 Bonus Feat | +1 Increase
6th|
+6/+1|
+5|
+5|
+2|Gestalt Traits |2 Bonus Feats | +2 Increase
7th|
+7/+2|
+5|
+5|
+2|Gestalt Traits |1 Bonus Feat | +1 Increase
8th|
+8/+3|
+6|
+6|
+2|Gestalt Traits |2 Bonus Feats | +1 Increase
9th|
+9/+4|
+6|
+6|
+3|Gestalt Traits |1 Bonus Feat | +1 Increase
10th|
+10/+5|
+7|
+7|
+3|Gestalt Traits |2 Bonus Feats | +2 Increase
11th|
+11/+6/+1|
+7|
+7|
+3|Gestalt Traits |1 Bonus Feat | +1 Increase
12th|
+12/+7/+2|
+8|
+8|
+4|Gestalt Traits |2 Bonus Feats | +1 Increase
13th|
+13/+8/+3|
+8|
+8|
+4|Gestalt Traits |1 Bonus Feat | +1 Increase
14th|
+14/+9/+4|
+9|
+9|
+4|Gestalt Traits |2 Bonus Feats | +2 Increase
15th|
+15/+10/+5|
+9|
+9|
+5|Gestalt Traits |1 Bonus Feat | +1 Increase
16th|
+16/+11/+6/+1|
+10|
+10|
+5|Gestalt Traits |2 Bonus Feats | +1 Increase
17th|
+17/+12/+7/+2|
+10|
+10|
+5|Gestalt Traits |1 Bonus Feat | +1 Increase
18th|
+18/+13/+8/+3|
+11|
+11|
+6|Gestalt Traits |2 Bonus Feats | +2 Increase
19th|
+19/+14/+9/+4|
+11|
+11|
+6|Gestalt Traits |1 Bonus Feat | +1 Increase
20th|
+20/+15/+10/+5|
+12|
+12|
+6|Gestalt Traits |2 Bonus Feats | +1 Increase[/table]