Corinath
2013-12-01, 12:08 PM
Low down:
I'm in a Gestalt Campaign. Starting at low levels. I've got a Rogue build that, were it not for suddenly being Gestalt, I'd be playing. My main emphasis is on playing as a rogue. I've got that class progression sorted out. Even income via poison making and selling with a house ruled profession. I like it. But, beyond that…
Now we're Gestalt.
I picked Artificer because it seems like, with enough warning/gold, I could either break the game (in the event of a party wipe) or, well, not. It also has the great benefit of being an amazing support class if I wanted it to be, so that everyone could feel they were getting some great jabs in.
The vast majority of my fellow players aren't hardcore DnDers. Including my DM, I think. So while they have T1 classes, mostly, they wouldn't be breaking game mechanics.
My question is this:
1) In building a Ninjaficer/Bufficer (In that order, remember I'm a rogue first :) ), what FEATS do you consider essential, and why?
2) I don't entirely understand how metamagic works with infusions. Can you Meta Magic infusions? How do people claim they can get persistent, say, invisibility/blink? (Which I don't actually need, but am truly curious about)
Again, my goal is to build a character that can break the game, but I'm very much a team sport guy, and have no intention of doing it unless imminent doom is on the horizon. I'd rather Buff team mates and Sneak Attack baddies than have a spell that kills everything in one hit.
EDIT: Meant to mention I'm off to work, so I won't be back for awhile to respond. Womp womp.
I'm in a Gestalt Campaign. Starting at low levels. I've got a Rogue build that, were it not for suddenly being Gestalt, I'd be playing. My main emphasis is on playing as a rogue. I've got that class progression sorted out. Even income via poison making and selling with a house ruled profession. I like it. But, beyond that…
Now we're Gestalt.
I picked Artificer because it seems like, with enough warning/gold, I could either break the game (in the event of a party wipe) or, well, not. It also has the great benefit of being an amazing support class if I wanted it to be, so that everyone could feel they were getting some great jabs in.
The vast majority of my fellow players aren't hardcore DnDers. Including my DM, I think. So while they have T1 classes, mostly, they wouldn't be breaking game mechanics.
My question is this:
1) In building a Ninjaficer/Bufficer (In that order, remember I'm a rogue first :) ), what FEATS do you consider essential, and why?
2) I don't entirely understand how metamagic works with infusions. Can you Meta Magic infusions? How do people claim they can get persistent, say, invisibility/blink? (Which I don't actually need, but am truly curious about)
Again, my goal is to build a character that can break the game, but I'm very much a team sport guy, and have no intention of doing it unless imminent doom is on the horizon. I'd rather Buff team mates and Sneak Attack baddies than have a spell that kills everything in one hit.
EDIT: Meant to mention I'm off to work, so I won't be back for awhile to respond. Womp womp.