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Thread: Modular Gestalt
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2008-12-30, 01:10 AM (ISO 8601)
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Modular Gestalt
Thought exercise.. build a gestalt character that can wake up each day to fill a completely different role.
I'm expecting some combination of Incarnate/Binder/Chameleon, but I'm curious what options are available for such a character.
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2008-12-30, 01:20 AM (ISO 8601)
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2008-12-30, 01:22 AM (ISO 8601)
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Re: Modular Gestalt
Factotum doesn't really fit the idea, there, because they wake up every day with more or less the same abilities.
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2008-12-30, 01:37 AM (ISO 8601)
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2008-12-30, 01:37 AM (ISO 8601)
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2008-12-30, 01:43 AM (ISO 8601)
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2008-12-30, 05:42 AM (ISO 8601)
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Re: Modular Gestalt
Druid?
Ooh, I've got it
Spirit Shaman//Binder. There, every day you (1) Pick which spells know, and (2) pick which vestiges to bind. Between the druid's spell list and the vestiges, you should be able to find a combination to satisfy any role.Last edited by Townopolis; 2008-12-30 at 05:42 AM.
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Don't call it a rework - 5e Ranger optional class features
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2008-12-30, 11:02 AM (ISO 8601)
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Re: Modular Gestalt
Check out a bunch of stuff I wrote for my campaign world of Oz.
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2008-12-30, 12:22 PM (ISO 8601)
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Re: Modular Gestalt
their abilities though can be devoted toa completely different role each day
when it choses its spells in the begining of the day for factotum it could be focused on blasting bufing divination illusion, etc, or then decide to never spend points into spells only skill monkeying.
of course thee i s the obvious concept of psion added in this mix for psychic reformation. why stop at powers when skills can be changed every day
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2008-12-30, 06:03 PM (ISO 8601)
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Re: Modular Gestalt
Incarnate//Binder
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2008-12-30, 06:05 PM (ISO 8601)
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2008-12-30, 06:17 PM (ISO 8601)
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Re: Modular Gestalt
I think that a Binder/\Factotum/Chameleon is as good as you'll get.
The reason for maxing the Binder side over the Factotum side is that Binder, over 20 levels, gives more varying options that Factotum does over 20 levels. This gets you the much-coveted ability to gain additional standard actions (Factotum 8, I believe), while giving you the full Chameleon progression paired with the other best multi-threat.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2008-12-30, 06:35 PM (ISO 8601)
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Re: Modular Gestalt
Between the BinderLevel+=2 feat and the fact that one side currently only has 18 Levels (Factotum 8/Chameleon 10)... wondering if three levels of Incarnate and a level or two of Totemist can be crammed in there. I also vaguely remember there being some prestige class for Binders that's almost always worth taking over 5 levels in the actual class and still advances binding.
Is the Human Paragon thing abusable in this cluster of a character?
So I guess I'm looking at something like Incarnate 1/Totemist 2/Binder 12/BinderPrestigeClass 5//Factotum 8/Chameleon 10/Incarnate +2
Can you have a class being raised on both sides of the gestalt as long as it's not at the same time?Last edited by jeek; 2008-12-30 at 06:38 PM.
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2008-12-30, 07:53 PM (ISO 8601)
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Re: Modular Gestalt
I think so, but I'm pretty sure you're not allowed to progress two prestige classes at a time, like you've got going with "binder prestige class" and chameleon for a few levels.
Last edited by FMArthur; 2008-12-30 at 07:53 PM.
- Chameleon Base Class [3.5]/[PF]: A versatile, morphic class that mimics one basic party role (warrior, caster, sneak, etc) at a time. If you find yourself getting bored of any class you play too long, the Chameleon is for you!
- Warlock Power Sources [3.5]: Making Hellfire Warlock part of the base class and providing other similar options for Warlocks whose powers don't come from devils.
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2008-12-30, 09:01 PM (ISO 8601)
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Re: Modular Gestalt
Wizard.
Just prepare new spells every morning.
If you really want, Wizard//Cleric.Thanks to zegma for my awesome avatar.
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2008-12-30, 09:16 PM (ISO 8601)
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2008-12-30, 09:20 PM (ISO 8601)
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Re: Modular Gestalt
Wizard/Cleric can only fulfill a spellcaster or suport roll. If you really wanted to mix it up, I'd have to say... Ur-Priest/Factotum/SomethingElse
You don't want the monster? You don't throw the switch.
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2008-12-30, 09:20 PM (ISO 8601)
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Re: Modular Gestalt
A different party role of the classic four (Skillmonkey, Band-aid, Meatshield, zapper)?
That's not all that hard. With the right build, you can do all four at once ... once you hit the right level.
If we get, say, a human Beguiler-20//Savage Bard-5/Ur-Priest-5/Contemplative-10
Feats, oh,
1) Iron Will
HB) Able Learner
3) Spell Focus(Evil)
6) Skill Focus(Knoweledge(Religion))
9) Summon Elemental
12) Fiery Burst
15) Practiced Spellcaster (Ur-Priest)
18) Magic Sensitive
You've got the Skillmonkey role down pat (Beguiler gets 6+Int skill points per level, and has Int as a primary casting stat, and you've got 20 levels in it), you've got the Heal-bot role down pat (Ur-Priest gets 9th level spells at 9th or 10th level, depending on Wisdom, and all the Cleric spells - use Contemplative to continue boost Ur-Priest, and get access to domains - especially Travel and Fire), and you've got Arcanist down pat (Beguiler is an arcane caster, and UMD (bard skill, but Able Learner makes it yours permanently) gets you all the items you run across). The only thing left to figure out is the Meatshield... but Summon Elemental gets you disposable minions, and Gate (from Cleric side) + Mind Control (Beguiler) gets you nearly permanent semi-disposable minions (or you can just skip Gate and Mind Control the first few beasties you run across).
If you want to actually change roles, you want something along the lines of a Factotum-5/Chameleon-10/Factotum-5//Psion-20. Chameleon gives you flexable feats, and selectable spellcasting; Factotem gives you some selectable casting, and lots of nifties. Psions get Psychic Reformation, which permits them to change their skills, feats, and powers for a small cost in XP.Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2008-12-30, 10:06 PM (ISO 8601)
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2008-12-30, 10:50 PM (ISO 8601)
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Re: Modular Gestalt
Rather than Incarnate 2 on the Factotum/Chameleon side, I believe that the Changeling Rogue Substitution levels are touted as fantastic, if you can fit them in. Extra skill points, Evasion, and of course, the fact that as a Changeling, you can wake up and rather than just pick a different role daily, actually disguise yourself effectively as somebody different.
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2008-12-30, 11:45 PM (ISO 8601)
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Re: Modular Gestalt
Incarnate 3 gets the essentia cap lifted by 1. On the other hand, Evasion *is* pretty awesome.
My goal here is to set up a long-term BBEG that keeps popping up as "different" characters, even going to have him be a DMPC in the party once or twice. Going to try to have him playable from 5-7 or so all the way up to 20. 15 levels of prestige class is doable, I guess, but cramming in another five seems pretty impossible.
I'm still wondering how the whole "Human Paragon 3" thing works.
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2008-12-31, 02:32 AM (ISO 8601)
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Re: Modular Gestalt
Wizard 15/Abjurant Champion 5//Cleric 10/Stormlord 10
I'm sure this can be further optimized with some judicious digging through splatbooks, but it gets things started nicely. This covers three of four party roles (arcane spellcaster, divine spellcaster, and frontliner, leaving out the roguelike character).
Mage armor (or greater mage armor) goes up at the beginning of the day, then shield goes up as a swift action and divine power goes up as a standard action in the first round of combat. With greater mage armor and shield, you're at a respectable AC 30. If you need more, alter self can find you a form with lots of natural armor, though the ability to persist it might be helpful if you want to be ready to go in combat with only one round of pre-buffing once the fight has started. With this, AC jumps to 35 with lizardfolk form, and I'm sure digging would provide a better choice of humanoid for higher AC. As long as you use a spear, it becomes thundering shocking burst in addition to whatever enchantments it has on it.
So now, you have arcane spells, divine spells, and frontliner AC with some extra lightning damage. Sounds good.
As an afterthought, perhaps you could use Bard 10/Sublime Chord 5/Abjurant Champion 5//Cleric 10/Stormlord 10 in order to get some rogue-style skills involved in the mix, without sacrificing too much on the arcane side.Last edited by Eclipse; 2008-12-31 at 02:34 AM.
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2008-12-31, 03:56 AM (ISO 8601)
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Re: Modular Gestalt
I know you said you didn't like it, but I'm gonna second Binder 20//Factotum 8//Chameleon 10/x 2.
Pick feats in both Font of Inspiration or things that allow you to throw your int around more (Say, Kung Fu Genius for monk abilities, though they're bad). Chameleon and Binder actually generate your abilities, factotum just brings them up to a competitive (Read: awesome) level.
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2008-12-31, 09:02 AM (ISO 8601)
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2008-12-31, 02:50 PM (ISO 8601)
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Re: Modular Gestalt