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  1. - Top - End - #1
    Firbolg in the Playground
     
    Kobold

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    Default Need character for gestalt game

    I really just can't think/decide on a build/character concept. Here's the important facts.

    1. There will only be one other party member.
    2. Said party member almost invariably plays some sort of melee-damage type character like a fighter or a warblade or a paladin.
    3. Roleplay wise, said party member tends to start off as a generic paladin and degrade into, for lack of a better word, belkar.
    4. Level will be around 10.
    5. Cheese is banned, but just about anything from any sourcebook is OK.

    EDIT: 3.5e
    Last edited by shadow_archmagi; 2009-03-02 at 06:52 PM.
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  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Need character for gestalt game

    I'm not going to tell you what to roleplay, so I'll throw some build ideas at you. Maybe one of them gives you an idea you can work with.

    Wizard 10//Cleric(or Druid) 3/Geomancer 7 - Take that, Mystic Theurge! This is an insane combo. Really.

    Swordsage//Druid - Be a bear... that uses manoeuvres!

    Swordsage//Psychic Warrior - The perfect swordsman?

    Wizard (or Psion or Archivist)//Factotum - For the awesome int synergy. If you go Archivist, grab Knowledge Devotion and the Collector of Stories skill trick to go with Dark Knowledge.

    Cleric//Ardent - Very thematically appropriate if you pick a cool deity to go with it.
    Quote Originally Posted by Narsil View Post
    This is a D&D web forum. There's more cheese here than there is in France.
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  3. - Top - End - #3
    Troll in the Playground
     
    RTGoodman's Avatar

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    Default Re: Need character for gestalt game

    Quote Originally Posted by Swooper View Post
    Wizard (or Psion or Archivist)//Factotum - For the awesome int synergy. If you go Archivist, grab Knowledge Devotion and the Collector of Stories skill trick to go with Dark Knowledge.
    I'd go with that one. You can cover the buffing/healing/support role well with your Archivist spells, Factotum SLAs, and Dark Knowledge, while also covering the control/Batman role via Archivist spells (anyspell, domain spells, etc.) and the skill-monkey role via Factotum.
    The Playgrounder Formerly Known as rtg0922

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  4. - Top - End - #4
    Titan in the Playground
     
    Knaight's Avatar

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    Default Re: Need character for gestalt game

    Warlock/Binder

    Basically you are playing a man with a deep connection to spirits. He has several spirits working for him, on several shifts, since he doesn't feel that 24/7 work is right, as it denies spirits their free time. However, some of the spirit magic has rubbed off on him, and he is able to use the basics by himself. Eldritch blast, blast shape and non-blast invocations are his magic. Gets along really well with ghosts and such. Everything else uses spirits. In combat he is constantly calling on spirits to help him, even with warlock attacks.
    For example.
    Utterdark Blast- "Iel, I know you hate killing people, but this guy brought this on himself."

    Or:
    Sickening Blast-"Kya, help me out here."
    Two rounds later, things have gone south.
    Alright, I hate to do this. "Rin, Phe, go grab Iel, tell her I'll make it up to her, and I know she's off shift."

    Its not optimized, but its a fun concept.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
    -- ChubbyRain

    Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.

  5. - Top - End - #5
    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Need character for gestalt game

    Hmmm, wow. So the problem is that, if he's just filling the meatshield role, you'll need to be the skill monkey, and the healer, and the battlefield controller. So ...

    Factotum//Archivist is probably about the most uber you can get.

    Bard/Sublime Chord//Rogue/Swashbuckler with Daring Outlaw is fun and well-rounded, but MAD and will end up often being another melee combatant.

    Druid//Rogue/Swordsage or Druid//Ninja is a safe path, since both involve, well, the Druid, plus skillmonkeying.

    Dragonfire Adept//Incarnate would be awesomely SAD and extremely flexible, but not exactly impressive as far as healing is concerned.
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  6. - Top - End - #6
    Titan in the Playground
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    Default Re: Need character for gestalt game

    The other player will need some kind of support, such as skills and spellcasting. I'd probably make one side Bard 9/ Spellthief 1 with Master Spellthief, intent on ending with Sublime Chord and then some full spellcasting prestige class, such as Divine Oracle. If you go that route be sure to say you've visited the Frog God's Fane (and pay the 2000 gp) to get the prerequisite Skill Focus without spending a feat on it. Start out as a Silverbrow Human from Dragon Magic, get Dragonfire Inspiration and Song of the Heart (ECS) along with a few Badge of Valor (MIC) and get the spell Inspirational Boost (SC). Be warned, Sublime Chord with Master Spellthief can make some extremely high caster levels.

    On the other side of your build you should probably have some sort of Cha synergy. I'd probably take Arcane Duelist for at least two levels, and remember it won't be possible to fit more than four before taking Sublime Chord. Remember that Dragonfire Inspiration adds to both melee and ranged attacks, so some sort of archery build could be just as good as melee. Maybe use a Fighter Archer build dipping Arcane Duelist 2, just be sure to get an Elvencraft bow (RotW) and designate the melee portion of it as your chosen weapon. A TWF Warblade build with four Arcane Duelist levels would also be a superb choice, get the Mongoose maneuvers and be sure to take Song of the White Raven to keep your Inspire Courage bonus up. Use a double weapon so both ends would get an additional +2 to their enhancement bonus. Take the feat Battle Caster (CA) to wear mithral full plate without risking arcane spell failure in either case.
    Last edited by Biffoniacus_Furiou; 2009-03-02 at 07:47 PM.

  7. - Top - End - #7
    Dwarf in the Playground
     
    Flumph

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    Default Re: Need character for gestalt game

    I´ve made a flavorful one!

    ITs a good char and more important: it can be roleplayed to death!!!!



    Human Melee wildshaper/divine caster

    HD 12+4d12+5d8+10d8+bon con*20
    BAB +20 1+1+1+1+1 +1+1+1+1+1 +1+1+1+1+1+1+1+1+1+1
    Ref +12 0+0+1+0+0 +1+1+0+1+0 +2+1+0+1+1+1+0+1+0+1
    For +17 2+1+0+1+0 +2+1+1+1+1 +2+1+0+1+0+1+0+1+0+1
    Will +14 2+1+0+1+0 +1+1+1+0+1 +0+1+1+1+0+1+0+0+1+1


    druid 5 // lion spirit barbarian 5 (complete champion 46)
    druid 5 // warshaper (complete warrior,90)
    druid 10// master of many forms (complete adventurer,59)

    all druid lvl 20 advantages
    animal companion (druid lvl 20)
    druid spells (druid lvl 20)
    wildshape

    barbarian rage, pounce, uncanny dodge

    immune to criticals
    +4 to str, +4 to con
    +5ft reach
    2 fast healing
    can freely change forms during wildshape
    wide range of forms and sizes

    You are the Nature´s Avatar, and lots of your class features still function in the deadly antimagic field
    Three words that will save your ass from a lot of situations:

    "Will", "Fortitude" and "Reflexes"

  8. - Top - End - #8
    Ogre in the Playground
     
    ElfPirate

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    Default Re: Need character for gestalt game

    If you want to do everything, Psion // Rogue works. The INT synergy is implicit rather than explicit, but it's there. Psion/Elocator // Rogue focuses on the rogue side more, though you may want to take the levels where you would otherwise lose a manifester level as Psion // Elocator instead.

  9. - Top - End - #9
    Titan in the Playground
     
    Jack_Simth's Avatar

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    Default Re: Need character for gestalt game

    Quote Originally Posted by shadow_archmagi View Post
    I really just can't think/decide on a build/character concept. Here's the important facts.

    1. There will only be one other party member.
    2. Said party member almost invariably plays some sort of melee-damage type character like a fighter or a warblade or a paladin.
    3. Roleplay wise, said party member tends to start off as a generic paladin and degrade into, for lack of a better word, belkar.
    4. Level will be around 10.
    5. Cheese is banned, but just about anything from any sourcebook is OK.

    EDIT: 3.5e
    So... you're pretty certain your only support will be a meatshield? Okay, we can do this.

    Druid-10//Wizard-10

    Feat's you'll need:
    1) Heighten Spell (Core)
    2) Arcane Preparation (Complete Arcane)
    3) Elemental Summoning (Complete Mage)
    4) One of: Acidic Splatter, Fiery Burst, Invisible Needle (recommendation is for Acidic Splatter due to the lack of damage division vs. objects; all of these from Complete Mage).
    5) Minor Shapeshift (Complete Mage)

    Items you'll want:
    1) Ring of Enduring Arcana
    2) Third Eye Sense (Expanded Psionics Handbook)
    3) Ring of Invisibility
    4) Portable Hole

    Spells to cast:
    1) Detect Magic (or Arcane Sight, but you'll need to boost your caster level by one to permanency it - but then, an Orange Prism Ioun Stone isn't a bad idea anyway)
    2) Permanency (Detect Magic/Arcane Sight) (from a scroll if need be)

    Stats:
    You want *just* enough Wisdom to cast your highest-level spells; the rest goes into Intelligence and Constitution. A Wisdom of 13, with an item to boost, is the minimum.

    Basic Methods:
    Anti-Trapping (covers all pre-statted DMG traps):
    1) Check for magic ahead of you. If you see it, and it's not something you can put in your portable hole without touching for later identification, destroy it.
    2) If there's no magic, send one of each type of elemental along your intended path (they vanish at the end of your turn if they're more than 30 feet from you - as they can Hustle or even Run, that actually gives you a surprising distance to play with)
    3a) If nothing happens to any of the four elementals, proceed a distance forward (exact distance dependent on how paranoid you want to be - anywhere from a five-foot step to the maximum of your "cleared" range).
    3b) If something happens to any of the four elementals, use your direct-damage reserve feat to destroy whatever hurt the elemental, then goto 2.

    Stealthy scouting:
    Use Third-Eye Sense. Go look it up - it's crazy-useful for this stuff.

    Stealthy scouting in anti-scrying areas:
    Have your familiar do it. Pick a familiar that has the best combination of Hide, Move Silently, Spot, and Listen. Using the Improved Familiar feat for an Imp isn't out of place.

    Healing:
    Cast a Cure spell or three. Or better, one of the Vigor line (Spell Compendium).

    Sense-bot:
    Druid gives you access to Listen/Spot. Take max ranks in them.

    Combat Control:
    You're a full Wizard; you do the math. For your Druid spells, stock up on ones that don't offer saves (buffs, Cures).

    Staying out of melee:
    You'll probably want a Dire Bat familiar, and you'll probably want to play a Small race. Use Reduce Animal (possibly Extended) on the Bat, and you've got very long-duration Fly 40 (Good) that you can use indoors to stay out of most trouble.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  10. - Top - End - #10
    Firbolg in the Playground
     
    Kobold

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    Default Re: Need character for gestalt game

    Great ideas everyone! Thank you so much.

    Could Swordsage/Cleric do anything?
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    Firbolg in the Playground
     
    Draz74's Avatar

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    Default Re: Need character for gestalt game

    Cleric and Swordsage are both strong classes, and they use somewhat similar ability scores, and their numbers don't overlap too much (e.g. they cover each other's bad saves). So of course it's not a terrible build.

    But it's not the most synergistic either. Most of the time you'll have to choose being using your Cleric abilities and using your Swordsage abilities, since both require all of your standard actions in combat. Other Gestalt arrangements, by contrast, let you use abilities from both classes simultaneously. What's more, there are some overlapping numbers: neither manages to improve on the other's Medium BAB or d8 Hit Die.

    Going mostly for DMM:Persist buffs with your Cleric side will get rid of the action-economy conflict. It will leave you with a feat-starved but SCARY EFFECTIVE melee combatant. But with your partner already being a melee type, I would assume that your Cleric side will be more focused on healing, buffing, control spells, and utility magic, which leaves you with the action economy conflict again.
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  12. - Top - End - #12
    Bugbear in the Playground
     
    AssassinGuy

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    Default Re: Need character for gestalt game

    Gestalt, right?

    Well, it depends how open your DM is about the rules. Ask if he'll allow you to take 4 levels of Eldritch Disciple.

    If he says yes, well....Mmmm I smell some abuse coming on. :)

    SILVERBROW HUMAN

    Stats (In order of Importance):
    CHA High as possible, Primary caster stat.
    DEX 14 Preferred
    WIS (minimum 13)
    INT (+1 or +2)
    CON (0 or +1)
    STR (DUMP IT)

    1: Monk 1//Rogue 1 (Spell Sense - CMAG)
    2: Monk 2//Sorceror (Metamagic Specialist - PHB II) 1
    3: Monk 3//Sorceror 2
    4: Monk 4//Sorceror 3
    5: Paladin (Of Freedom) 1//Sorceror 4
    6: Paladin 2// Spellsword 1
    7: Ninja 1//Abjurant Champion 1
    8: Ninja 2//Spellwarp Sniper 1
    9: Rogue 2 (Spell Reflection - CMAG)//Spellwarp Sniper 2
    10: Rogue 3//Spellwarp Sniper 3
    11: Cleric 1//Spellwarp Sniper 4
    12: Cleric 2//Spellwarp Sniper 5
    13: Cleric 3//Abjurant Champion 2
    14: Warlock 1//Abjurant Champion 3
    15: Eldritch Disciple 1//Sorceror 6
    16: Warlock 2//Abjurant Champion 4
    17: Warlock 3//Abjurant Champion 5
    18: Eldritch Disciple 2//Sorceror 7
    19: Eldritch Disciple 3//Sorceror 8
    20: Eldritch Disciple 4//Sorceror 9

    Feats:
    1st: Reach Spell H: Point Blank Shot FLAW: Combat Casting/Vulnerable
    3rd: Ascetic Rogue
    6th: Ascetic Mage
    9th: Ascetic Stalker
    12th: Split Ray
    15th Arcane Thesis (Vitriolic Sphere)
    18th: Maximize Spell

    Ok! First things first:

    Paladin: Familiarity with all (non-exotic) weapons and armor. CHA to saves. 1/1 BAB, d10 HD.

    Rogue: Massive skills to start. Sneak Attack Dice.

    Monk: Wis to AC. With Ascetic Mage, becomes Charisma to AC. Never considered unarmed. Great Saves. 3/4 BAB. d8 HD. Skills. With Ascetic Rogue, generates a total of 4d6 SA.

    Sorceror: CHA based spellcasting.

    Spellsword: 1/1 bab, advances spellcasting.

    Ninja: Skills. 3/4 BAB. GHOST STEP. With Ascetic Stalker, becomes 3/day min. Also: sudden strike 1d6.

    Abjurant Champion: Swift abjurations. Benefits to shield spells, etc. 1/1 bab, d10 HD.

    Spellwarp Sniper: This class + Vitriolic sphere + Max ROD + Split ray = Win.

    Cleric: Yes, well, 3/4 bab, d8 HD, Divine Spells. <shrug> Mainly just here for Eldritch disciple.

    Warlock: Yes, RTAs at will sure is nice. :) Not only that, but can buy us entry into ED. Also: Invocations.

    Eldritch Disciple: WTF were they thinking? By the way, your at will damage dealing blast, just got the option to healing living critters instead.

    Alright, let's sum it up.
    + Cast as a 19th level Sorceror (9th level Spells)
    + CHA to Saves
    + CHA to AC
    + Swift abjurations (+9 to AC as a swift action from a 1st level Shield Spell)
    + Ghost Step 3/day
    + 2d6 Sudden Raystrike + 1d6 Sudden Strike + 4d6 Sneak Attack (+7d6 total)
    + Invocations as a 7th level Warlock (4d6 EB, 4 invocations 3 least, 1 lesser)
    + Cast as a 6th level Cleric (3rd level Spells)
    + Ability to turn your EB into a healing blast (Add nightsticks for more fun)
    + 17 BAB

    SPELLS OF NOTE:
    Sniper's Shot (SpC)
    Shivering Touch, Lesser (Frostburn)
    Vitriolic Sphere (SpC)
    Assay Resistance (SpC)
    Greater Invisibility (PHB)
    Last edited by ravenkith; 2009-03-04 at 10:54 AM.
    Three things to remember about D&D:
    1. Always go right. It's right, after all.
    2. If it's not a party member, it's just XP.
    3. D&D is the only game where you really can kill first and ask questions later.

  13. - Top - End - #13
    Firbolg in the Playground
     
    Kobold

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    Default Re: Need character for gestalt game

    but it's a 10th level game and that build doesn't gain full power until 20.

    Come to think of it, I don't think I've ever had one of our games reach 20.
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  14. - Top - End - #14
    Bugbear in the Playground
     
    AssassinGuy

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    Default Re: Need character for gestalt game

    Quote Originally Posted by shadow_archmagi View Post
    but it's a 10th level game and that build doesn't gain full power until 20.

    Come to think of it, I don't think I've ever had one of our games reach 20.
    Geez.

    The build actually gets 'full power' at 12th, and continues to get better and better as you approach 20.

    Why do I say this?

    In part, because of the interaction between level 5 spellwarp sniper and the 5th level spell 'Vitriolic Sphere'.

    The spell deals 18d6 damage over three rounds. Normally it's an AOE, with the associated reflex save, but with SS, you can turn it into a ray. (This costs nothing in terms of spell levels).

    The spell DOES NOT ALLOW SPELL RESISTANCE. As a fifth level spell, 18d6 is pretty chunky - it's effectively a disintegrate, without the save and without spell resistance, for a spell level lower.

    Once you have the spell slots (level 15), you can split this ray and, as a 7th level spell (one higher than disintegrate), inflict 36d6 that ignores sr and has no associated save! On top of that, you get to add your sneak dice! (Use sniper's shot & greater invisibility).

    The other part of what makes me say this build is at 'full power' by level ten is the fact that you have most of your major needs met before you even start the game:
    + Good saves
    + Good HD
    + Good AC
    + Healing capacity (limited - ability to use cure wands/lay on hands)
    + 5d6 SA
    + +8 or +9 BAB
    + Sorceror spell casting

    What more do you want at level freaking 10? :P

    PS - don't forget, as a pally, your buddy will ALSO have his own healing capabilities, so limited is all you really need until the late game.
    Last edited by ravenkith; 2009-03-03 at 08:16 PM.
    Three things to remember about D&D:
    1. Always go right. It's right, after all.
    2. If it's not a party member, it's just XP.
    3. D&D is the only game where you really can kill first and ask questions later.

  15. - Top - End - #15
    Barbarian in the Playground
     
    Everyman's Avatar

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    Default Re: Need character for gestalt game

    Time to bring out an old character idea of mine: Aimes McWile, tricksy old man! The build is simple, and you should feel free to expand where you like. First, it starts off with a mixture of rogue and wizard/wizard PrC levels. The original Aimes was a charismatic character that would feign weakness or senality in order to lure enemies into traps or to scame people. He was about 60 years old and had a sharp wit, and let people draw their own conclusions about him based on his act.

    Male Human
    Age: Old category
    Class: Rogue 10 // Wizard 10 (trade out wizard levels for a PrC if you like)
    Stats (order of importance): Int, Dex, Con, Wis, Cha, Str
    Key Skills: Bluff (so very, very important), Sense Motive, Diplomacy, Spot, Listen, Open Lock/Disable Device, Tumble, Hide
    Feats: Combat Panache (PHB II), Metamagic that suits your spell choices (paticularly touch spells, so you can add Sneak Attack), Spell Focus (Illusion)

    Tactics in Combat
    * Use Combat Panache to lure enemies into lowering their guard, then strike
    * Bluff and sweet-talk your way through battles (Diplomancer for the win)
    * Use illusions to convince the enemy they are out-numbered.
    * Sneak attack with spells (I like scorching ray and the orb spells, personally)
    * If all else fails, pretend to be a silly old cout and confuse the ever-loving hells out of enemies, as they wonder why they can't kill you.

    Typical Actions out of Combat (and sometimes in)
    * Talk about your grandchildren (to agonizing detail)
    * Wonder (out loud) whether your just soiled yourself. Try and limit this to situations where you want some elbow room.
    * Thank every tavern wench by saying they remind you of your granddaughter (you have no granddaughter)
    * Talk about how much you love hard candy (to agonizing detail)
    * Complain about how people don't respect their elders.
    * Steal stuff in a not-so-subtle ways, then guilt trip the shop owners with the sad tale of your life. Have your partner use this as impromptu stealing/distraction time
    * Never ever talk like a sane person unless you are trying to scare the living beejeezus outta them

    Alterations
    * The luck feats from Complete Scoundrel (as well as Fortune's Friend)
    * Add in some luck-based magic instead
    * Make yourself even older and more senile. ("Did that old man just leap 50ft into the air, declare he likes lollipops, and project firey doom on our allies?)

    Not an optimized build, but loads of fun.
    D&D: Libra Edition
    An update to the core 3.5 system

    Currently posted
    Barbarian (Updated- Table completed)

    Coming soon...
    Bard

  16. - Top - End - #16
    Bugbear in the Playground
     
    AssassinGuy

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    Default Re: Need character for gestalt game

    Alright, you didn't like my first attempt, so I've decided to post a revised framework.

    SILVERBROW HUMAN

    Stats (In order of Importance):
    CHA High as possible, Primary caster stat.
    DEX 14 Preferred
    WIS (minimum 13)
    INT (+1 or +2)
    CON (0 or +1)
    STR (DUMP IT)

    1: Monk 1//Rogue 1 (Spell Sense - CMAG)
    2: Monk 2//Sorceror (Metamagic Specialist - PHB II) 1
    3: Monk 3//Sorceror 2
    4: Monk 4//Sorceror 3
    5: Paladin (Of Freedom) 1//Sorceror 4
    6: Paladin 2// Spellsword 1
    7: Paladin 3//Abjurant Champion 1
    8: Cleric 1//Spellwarp Sniper 1
    9: Cleric 2//Spellwarp Sniper 2
    10: Cleric 3//Spellwarp Sniper 3
    11: Cleric 4//Spellwarp Sniper 4
    12: Rogue 2 (Spell Reflection - CMAG)//Spellwarp Sniper 5
    13: Rogue 3//Abjurant Champion 2
    14: Warlock 1//Abjurant Champion 3
    15: Eldritch Disciple 1//Sorceror 6
    16: Warlock 2//Abjurant Champion 4
    17: Warlock 3//Abjurant Champion 5
    18: Eldritch Disciple 2//Sorceror 7
    19: Eldritch Disciple 3//Sorceror 8
    20: Eldritch Disciple 4//Sorceror 9

    Feats:
    1st: Reach Spell H: Point Blank Shot FLAW: Combat Casting/Vulnerable FLAW: Energy Substitution: Cold/Non-combatant (-2 in melee)
    3rd: Ascetic Rogue
    6th: Ascetic Mage
    9th: Split Ray
    12th: Arcane Thesis (Vitriolic Sphere)
    15th Energy Admixture: Cold
    18th: Maximize Spell

    AT 10th: (not fractional, Ref will definitely benefit if fractional allowed)
    + BAB: 9
    + FORT 12 + CHA
    + REF 6 + CHA
    + WILL 13 +CHA
    + Casting as 9th level Sorceror
    + Casting as 3rd level cleric
    + 3d6 Sneak + 1d6 Sudden Raystrike
    + CHA + 1 to AC, +1 vs. Spells
    + Monk class features (including Evasion)
    + Paladin class features (including +CHA to saves, immunities, LoH)
    + 7d8 + 3d10 HD

    With this build, everything beyond 12 is icing on the cake.

    Enjoy.
    Three things to remember about D&D:
    1. Always go right. It's right, after all.
    2. If it's not a party member, it's just XP.
    3. D&D is the only game where you really can kill first and ask questions later.

  17. - Top - End - #17
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    Default Re: Need character for gestalt game

    If your companion is pure melee, you need to be everything else. Tricky but doable. How about a beguiler//druid?

    The spell lists complement pretty well. Take arcane disciple(travel) for fly and teleport. You can use either Flarghan (roads) or Geshtai (bodies of water) as the deity. Geshtai may make more sense, but Flarghan allows you to take arcane disciple(luck) at 18th level for miracle. Take spontaneous healer so that you can be the primary source of healing without stomping all over your preparations.

    For skills, you get 6+int with high int and almost every skill as class. Then you can add racial and size bonuses with wildshape.

    Oddly, there's little reason to take a prestige class here. A one-level dip in master of many forms might be useful so you can speak freely in wildshape and disguise yourself perfectly, but it's questionable if this is worth a casting level (at even ECLs it is). On the other side, while there are lots of nice arcane prcs (everyone loves incantrix), they mean giving up skills, advanced learning and sometimes-useful class features. It's also tempting to dip a level in ninja or monk for the ac, but that can probably be matched with equipment.

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    Default Re: Need character for gestalt game

    ravenkith: Isn't eldritch disciple dual-progression? RAW doesn't allow that in gestalt, and I doubt many DMs would either.

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    AssassinGuy

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    Default Re: Need character for gestalt game

    Quote Originally Posted by dspeyer View Post
    ravenkith: Isn't eldritch disciple dual-progression? RAW doesn't allow that in gestalt, and I doubt many DMs would either.
    Actually the UA book simply recommends that certain classes be disallowed, but leaves it up to the DM: which is why I said he'd have to ask for permission to use four (just four, not the whole ten or anything) levels of Eldritch Disciple in my first post in this thread.

    The reason his DM might allow it is because there will only be two players in their upcoming game, and the other player almost inevitably plays a beatstick, according to the OP, and rarely takes any other needs into account, from what I gathered.

    Sure Eldritch Disciple is nice, but as I mentioned before, pretty much everything in the build after level 12 is optional, and the main purpose of putting ED in there is to advance cleric progression, giving the group access to healing spells and other divine refinements, and generally making life easier on the DM.

    Speaking from experience, It's extremely frustrating for a DM to plan a campaign in say, the underdark, or on any plane but the prime material, and have to stop to throw in a healbot every now and then where logically there wouldn't be one.

    You could dump the Cleric levels from the build, and replace them with Warlock, as long as you are willing to use UMD instead (an expensive waste of your WBL, if the ED option is available).

    Alternatively, replace the cleric and warlock levels with rogue, for more sneak dice (Not recommended).

    Or, if you'd rather be more thematic, replace those levels with Dragonfire Adept. <shrug>

    There are a ton of options, it's not really my fault if ED is the best one, and happens to require permission.
    Three things to remember about D&D:
    1. Always go right. It's right, after all.
    2. If it's not a party member, it's just XP.
    3. D&D is the only game where you really can kill first and ask questions later.

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    Default Re: Need character for gestalt game

    Now, are you quite sure the other player is *just* interested in meatshield? After all, it's gestalt, so it should be easy to convince him to add something.

    Like Fighter/Rogue does insane combat damage, so it shouldn't be a hard sell. Or Crusader/Cleric would give him all the Paladin and whumping flavor he'd want, plus a bit extra on the side

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    Default Re: Need character for gestalt game

    Beguiler10//Artificer10

    You'd get trapfinding, a decent skill selection, 6 skill points/level, one good save, the option to create more party members, the ability to give Meatshield some cheaper weaponry, the ability to create some nice wands, the Beguiler spells, and 3/4 BAB.

    Skillmonkey: check
    Healer: ... check, more or less
    Arcane Caster: check
    Face: With the amount of skill points you'll have plus basically a SAD build, check.

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    MonkGuy

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    Default Re: Need character for gestalt game

    Since you've got a meatshield // damage dealer, why not the good and old Wizard/Archmage/Dweomerkeeper// Archivist? Absolute SAD and ubercasting to boot can make you a god. The class is really good even without Su Wish abuse. If you are dead set on trapfinding, Exchange Wizard for Beguiler and put Dweomercheater on the Archivist Side. This way you get insane skills, lots of casting, spontaneous arcane and prepared divine spellcasting.
    In two seconds I will hit the ground
    A moment stretched out over years
    And my eyes will flicker and then something has changed
    An empty cage, a crimson bud, a street of blood
    A city rose sprung out to greet the rain


    PoS: Enter Rain

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    Bard10//Psion10 - Gives you some healing, Bard song, and as per RAW you may manifest Psionic powers while maintaining a bard song.
    My homebrew
    Official spokesman of the totemist class for gestalt (and proud supporter of parenthetical asides (especially nested ones)). Author of a gestalt handbook
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    Redneck laser swords only work in manual.

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    Kobold

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    Default Re: Need character for gestalt game

    Quote Originally Posted by ravenkith View Post
    Shiny build
    Looks good, writing it up now. Only one question: Why silverbrow human? It seems to give...

    Featherfall as a SLA, which is nice, and a bonus to disguises. And it has something to do with dragons, which opens up all those classes and things.

    Is there something dragonny in this build? I havn't had a chance to read up on all eighteen (EDIT: On closer inspection, it comes to eleven.) classes you used just yet.


    EDIT: Also, at the "good things about this build" part at the bottom, you mention 3rd level cleric casting, even though there's four levels of cleric. Is that a typo or is there a prestige class that noms a level of cleric? Not complaining, just wondering.

    EDIT2: OIC! The next level of cleric is at 11, and the benefits is for 10th level.

    EDIT3: Waaait a minute. Monk.. spellsword... sorcerer... FIST OF POLYMORPH!?
    Last edited by shadow_archmagi; 2009-03-07 at 08:07 AM.
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    NecromancerGuy

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    Default Re: Need character for gestalt game

    SNEAK ATTACK. Just because its fun. UMD any healing, CC stuff, etc

    Fighter//Rogue
    UA Fighter, instead of Feats get SA.
    Rogue for all the greatness of rogue.

    Level 10: 11 SA dice, 8+int skills, good fort+ref, D10s, classic build for gestalt, and your meat shield friend for a flanker. Just because it is funny.
    Quote Originally Posted by Alabenson
    Evil Intelligence is knowing the precise ritual that will allow you to destroy the peaceful kingdom that banished you.

    Evil Wisdom is understanding that you probably shouldn’t perform said ritual while you’re standing in the estimated blast radius.

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    Kobold

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    Oh god, why did no one ever TELL me about the spell reflection feat!? This build is *amazing,* ravenkith.
    Last edited by shadow_archmagi; 2009-03-07 at 09:35 AM.
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    Default Re: Need character for gestalt game

    Quote Originally Posted by shadow_archmagi
    Need character for gestalt game. Level will be around 10.. Cheese is banned, but just about anything from any sourcebook is OK. 3.5e
    You might want to specify what is meant by "cheese".

    Quote Originally Posted by ravenkith View Post
    AT 10th: (not fractional, Ref will definitely benefit if fractional allowed)
    + BAB: 9
    + FORT 12 + CHA
    + REF 6 + CHA
    + WILL 13 +CHA
    + Casting as 9th level Sorceror
    + Casting as 3rd level cleric
    + 3d6 Sneak + 1d6 Sudden Raystrike
    + CHA + 1 to AC, +1 vs. Spells
    + Monk class features (including Evasion)
    + Paladin class features (including +CHA to saves, immunities, LoH)
    + 7d8 + 3d10 HD
    All righty then!

    Gestalt, by level 10, you say?

    How abouts:

    WIZARD 10/CLERIC 3/GEOMANCER 6/CONTEMPLATIVE 1

    Great Arcane Power multiplied by Incantatrix Cohort's Quicken/Persistent Cooperative Metamagic

    Casting as 10th level Wizard + 10th level Cleric

    PERSISTENT CONSUMPTIVE FIELD puts your caster level over 20 even when your character level is lower than 10 (also affects familiar)

    QUICKENED RAPID REACH CHAINED GHOUL GLYPH - in 1 round, upwards of 40 creatures paralyzed in two 30ft circles, NO SAVE, NO ATTACK ROLL to speak of (hit AC 0); cost - 3 Rebuke attempts (you have 12 bare, 16 w/Nightstick), 1 Cooperative Metamagic from Incantatrix cohort (she has 11).

    QUICKENED REACH CHAINED SLAY LIVING: in 1 round, upwards of 40 creatures killed in two 30ft circles upon failing Fort save; cost - 3 Rebukes + 1 Cooperative Metamagic.

    REACH CHAINED CREATE UNDEAD (use scroll; caster level >16 thanks to persistent consumptive field): in 1 round, the corpses of your slain enemies are re-animated as Ju-Ju zombies, retaining all their class abilities but now your loyal undead minions. The best part is that you pay the 50 gp per HD of only the first corpse targeted; the other 20 are animated for free due to metamagic not requiring costs.

    Great CoDZilla Power multiplied by Wizard spells and Incantatrix Cohort Cooperative Metamagic (Pesistent Spell)

    PERSISTENT DIVINE POWER (also affects your familiar)
    PERSISTENT DIVINE FAVOR (also affects your familiar)
    PERSISTENT POLYMORPH (also affects your familiar); so many 10 or less HD shapes to choose from! See below for more crunch.

    Polymorph Description:
    Spoiler
    Show

    Polymorph
    Transmutation
    Level: Sor/Wiz 4
    Components: V, S, M
    Casting Time: 1 standard action
    Range: Touch
    Target: Willing living creature touched
    Duration: 1 min./level (D)
    Saving Throw: None
    Spell Resistance: No

    This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.

    Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.

    The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

    Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

    Material Component

    An empty cocoon.


    Starting from level 9, I’d suggest two variants:

    Cave Troll

    Spoiler
    Show
    Large Giant
    Hit Dice: 9d8+72 (112 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (–1 size, +11 natural armor, +1 Dex), touch
    10, fl at-footed 20
    Base Attack/Grapple: +6/+19
    Attack: Claw +11 melee (2d6+12)*
    Full Attack: 2 claws +11 melee (2d6+12)* and bite +6 melee
    (1d8+7)*
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Dazing blow, improved grab, pounce,
    rake, rend 4d6+13
    Special Qualities: Darkvision 90 ft., fast healing 8,
    low-light vision, scent
    Saves: Fort +14, Ref +4, Will +6
    Abilities: Str 29, Dex 13, Con 27, Int 3, Wis 13, Cha 6
    Skills: Jump +16, Listen +6, Spot +6, Survival +4**
    Feats: Alertness, Iron Will, Power Attack, Track
    Environment: Underground
    Organization: Solitary or pair
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually chaotic evil
    Advancement: 10–14 HD (Large); 15–27 HD (Huge)


    +11 natural armor, Reach (Large size), Martial Weapons proficiency (Giant type), Str 29, Dex 13, Con 27, speed 40ft.
    Since you’re Large sized, get a Large Full plate and a Large Greatsword (3d6 damage). Make sure all relevant magic items may be worn both by the Large form and your normal Medium form.

    Another interesting but more complicated version is casting Infernal Transformation (Cleric 4, Spell Comp.) on yourself to gain the Outsider subtype, and then Polymorph into

    Erinyes
    Spoiler
    Show

    Size/Type:
    Medium Outsider (Evil, Extraplanar, Lawful)

    Hit Dice:
    9d8+45 (85 hp)

    Initiative:
    +5

    Speed:
    30 ft. (6 squares), fly 50 ft. (good)

    Armor Class:
    23 (+5 Dex, +8 natural), touch 15, flat-footed 18

    Base Attack/Grapple:
    +9/+14

    Attack:
    Longsword +14 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
    Full Attack:
    Longsword +14/+9 melee (1d8+5/19-20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/×3 plus 1d6 fire) or rope +14 ranged (entangle)
    Space/Reach:
    5 ft./5 ft.
    Special Attacks:
    Entangle, spell-like abilities, summon devil

    Special Qualities:
    Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing

    Saves:
    Fort +11, Ref +11, Will +10

    Abilities:
    Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
    Skills:
    Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
    Feats:
    DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run

    Environment:
    A lawful evil-aligned plane
    Organization:
    Solitary
    Challenge Rating:
    8
    Treasure:
    Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
    Alignment:
    Always lawful evil
    Advancement:
    10-18 HD (Medium)



    +8 Natural armor, 50 flight, Str 21, Dex 21, Con 21, Martial Weapon Prof. You don’t get the DR, or other special qualities; and you already have Fly, so if it’s dispelled, likely the Polymorph is also dispelled. The only real bonus is the Medium size, which allows you to wear all items without extra hassle.


    You can chain this one, and make yourself an army of Craa'ghoran Giants (MM IV, p.60)

    PERSISTENT HASTE (also affects >20 of your minions)

    These 4 just cost 1 Cooperative Metamagic each (cohort has 11).

    REACH CHAINED PERSISTENT DISPLACEMENT (also affects >20 of your minions)
    REACH CHAINED PERSISTENT FLIGHT (also affects >20 of your minions)

    These 2 cost 3 rebukes +1 Cooperative Metamagic each.

    So per day you can have the above six persistent buffs, + Persistent Consumptive Field, and have enough resources left for three applications of "paralyze everything in sight with no save/no attack roll", "kill everything in sight who fails Fortitude", or "Create Undead from a pile of corpses at no cost".


    And I'm not even talking about the capacity for pesisting higher-level spells like Shapechange or Moment of Prescience using scrolls... that would probably fall into the cheese category ;-) but it's nice to know that you can.


    Add in MAGIC VESTMENT, SHIELD OF WARDING, GREATER MAGIC WEAPON, Shield of Faith, Stoneskin, Dragonskin & other long-duration buffs.

    Without Polymorph, this gives a minimum of:

    6 attacks per round at +35/+35/+28/+24/+19/+14 attack bonus;
    +13 bonus to damage;
    AC 46 (10 base +10 non-magic Full plate and Heavy shield, +10 Magic Vestment (armor & shield), +5 Shield of Warding (sacred), +5 Shield of Faith (deflection) +5 Dragonskin (natural enhancement) +1 Persistent Haste)
    50% miss chance due to concealment;
    +30 ft speed;
    +20 hp, +150 hp Stoneskin;
    +20 energy resistance to 1 type of energy (e.g. Fire; Dragonskin)
    FLIGHT 60 ft (40ft in heavy armor)
    FOR THE WHOLE DAY.

    Add in Persistent Polymorph into Cave Troll, and you get:

    Str 35 (29 Troll +6 Persistent Divine Power), Dex 13, Con 31 (27 Troll +4 item or spell)

    6 attacks per round at +45/+45/+38/+34/+29/+24 attack bonus, with 10ft natural reach

    Damage: 2d6+23 (Large Longsword), 3d6+29 (Large Greatsword)

    AC 57 (10 base +11 natural +1 Dex +10 non-magic Full plate and Heavy shield, +10 Magic Vestment (armor & shield), +5 Shield of Warding (sacred), +5 Shield of Faith (deflection) +5 Dragonskin (natural enhancement) +1 Persistent Haste -1 size)
    50% miss chance due to concealment (Persistent Displacement);
    302 hp (9d8+72 (112; Troll) +20 (Divine Power) +20 (Bear's Endurance or item) +150 (Stoneskin))
    +20 energy resistance to 1 type of energy (e.g. Fire; Dragonskin)
    Speed 45ft land (Cave Troll + Geomancer), 40ft Flight (Persistent Fly)

    And these buffs will be pretty hard to dispel, since they’ve been cast at caster level twice as high as your character level (i.e. cant be dispelled by anyone at your level). Feel free to add other favourite buffs which can be permanised by your Incantatrix cohort.

    And don't forget that in the process your familiar will also become an awesome fighting machine - the same Cave Troll with Persistent Divine Power/Divine Favor/Displacement/other buffs as yourself.

    GEOMANCER GOODNESS

    Use INT for Divine Spell DCs;
    Apply Divine Metamagic to Arcane spells;
    Cast all your Arcane Spells in heavy armor and shield with no chance of failure;
    Divine Self-Buffs also affect your familiar, with Polymorph it gives you an awesome fighting machine at your command;
    Gain cool abilities (+1 Caster Level in specific terrain type, +5ft speed, +4 Diplomacy etc.);

    LEADERSHIP/NECROMANCY GOODNESS

    Incantatrix Cohort + Followers for enhancing your spells (Cooperative Metamagic, Cooperative Spell), aiding skill checks etc.

    Undead horde at your disposal, including Ju-Ju Zombies which retain class levels.

    Over 20 of your most powerful minions affected by Persistent Haste + Persistent Displacement + Persistent Fly, making them an even greater force. Feel free to also Chain Polymorph them into something like C'raghoran Giants for complete ownage.

    Plus you have a killer familiar, Polymorphed into a Cave Troll like yourself, with Persistent Divine Power, Divine Favor, Fly, Displacement and Haste...

    SKILL GOODNESS

    Such as: Diplomacy 13 ranks +2 synergy +4 Geomancer + 5 Charisma +1 Guidance cantrip = +25 to Diplomacy checks without even using spells. That's decent Diplomancer capacity (100% convert Hostile to Indifferent, 50% to Friendly; 100% convert Indifferent to Friendly, 75% to Helpful), which can be greatly improved with a few spells.

    The build (short version):

    Human, Middle-Aged

    STATS (32 point buy):

    INT 17+1 (age) = 18 +2 (levels) = 20 by level 8, +4 spell/item = 24
    WIS 15+1 (age) = 16 (enough for 6th level spells, don’t need DC’s because of Geomancer) +4 spell/item = 20
    CHA 15 +1 (age) = 16 +4 spell/item = 20 (need for Rebuking, Divine Metamagic, Diplomacy and winning Charisma checks in Command Undead spell).
    STR 9 -1 (age) = 8
    DEX 9 -1 (age) = 8
    CON 9 -1 (age) = 8


    1. WIZARD [Diviner, banned Evocation] 1 / CLERIC 1 ||| Reach Spell, Divine Metamagic: Reach (Human Bonus Feat), Scribe Scroll (Wizard feat), Spell Focus: Enchantment (Domination domain), Extra Turning (Undeath Domain), Spontaneous Domain Casting [Domination]
    2. WIZARD 2 / CLERIC 2
    3. WIZARD 3 / CLERIC 3 Rapid Spell ||| RAPID REACH GHOUL GLYPH
    4. WIZARD 4 / GEOMANCER 1
    5. WIZARD 5 / GEOMANCER 2||| Chain Spell
    6. WIZARD 6 / GEOMANCER 3 ||| DMM: Chain Spell ||| RAPID REACH CHAIN GHOUL GLYPH
    7. WIZARD 7 / GEOMANCER 4
    8. WIZARD 8 / GEOMANCER 5 ||| GET SLAYMATE
    9. WIZARD 9 / GEOMANCER 6 Leadership ||| REACH CHAIN HEIGHTENED SLAY LIVING
    10. WIZARD 10 / CONTEMPLATIVE 1 ||| Cooperative Spell ||| Fire Domain for commanding Efreet

    Some insight into the origin of the build:
    Spoiler
    Show

    Quote Originally Posted by Undead Prince View Post
    Build v. 3.3

    I've been thinking how to charge up the Death-dealing potential on this gestalt necro build, and remembered this little spell:

    Spoiler
    Show
    GHOUL GLYPH (Spell Compendium)
    Necromancy
    Level: Hunger 2, sorcerer/
    wizard 2
    Components: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target: Object touched
    Duration: Permanent until
    discharged
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    The faint, green glow of the glyph flares to life. A sickly green light fills the room,illuminating the paralyzed forms of its victims, and bringing with it the stench
    of death.

    You inscribe a glyph, approximately
    1 foot across, that paralyzes any
    living creature of Large or smaller size
    that comes within 5 feet of the glyph.
    You can scribe the glyph to be visible as
    faintly glowing lines, or invisible. You
    can inscribe a ghoul glyph on a portable
    object, but if the object is moved more
    than 5 feet, the glyph fades.
    Conditions for triggering a ghoul
    glyph are stringent. It takes effect on
    any creature except yourself that moves
    within 5 feet. It affects invisible creatures
    normally but is not triggered by
    those that travel past it ethereally. Only
    a single ghoul glyph can be inscribed in
    a 5-foot square.

    Ghoul glyphs cannot be affected or
    bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph.

    Read magic allows identification of
    a ghoul glyph with a successful DC 13
    Spellcraft check, if the glyph is noticed
    before it is activated. A rogue can use
    the Search skill to find a ghoul glyph and
    Disable Device to thwart it. The DC in
    each case is 27.

    When a glyph is activated, the target is
    paralyzed for 1d6+2 rounds
    . Additionally,
    if the target fails a Fortitude save,
    the paralyzed subject exudes a carrion
    stench that causes distress in all creatures
    within a 10-foot radius. Those in
    the radius, including the target, must
    make a Fortitude save or take a –2
    penalty on attack rolls, weapon damage
    rolls, saving throws, skill checks, and
    ability checks until the paralysis effect
    wears off.


    As you can see, Ghoul Glyph is an excellent spell. No-save paralysis to anyone within 5 ft. A particularly cool feature is that it works equally well on Invisible or Concealed creatures (which you cannot normally target with spells). It’s a good start, but could do with some improvement.

    Since it’s a touch spell, it qualifies for Metamagic: Reach, giving it a range of 30 ft via ranged touch attack. I.e. you make a ranged touch attack against an object no less than 1ft in size which is within 5 ft of your real target. Anything that’s not a “creature” can be an “object” – see their descriptions in DMG, p.149 (e.g. “broad side of a barn” is an object, so are walls and, presumably, floors and other surfaces). So you basically need to hit a 5-ft square of stonework, earth or whatever, that’s adjacent to the creature. 5-ft size means it’s a Medium object, and has an AC of 0 (size and armor class of objects, DMG 165). That’s right, 0 AC. Even a first level Commoner would always hit on such an attack, barring a roll of 1. Basically, we have negated the attack roll altogether.

    We have one more hurdle to overcome. Ghoul Glyph’s casting time is 1 minute, which is too long to be of practical use in a fight. Quicken Spell only works on spells with casting time no longer than 1 round. So we take Rapid Spell, which shortens 1-minute durations to 1 round, and costs only +1 level. Soon we’ll get ourselves a Slaymate, whose Pale aura will reduce the costs of applying each of those and following metamagic feats by 1, up to a minimum of 0.

    Now let’s order our Incantatrix cohort to Quicken the deal, to get TWO targets paralysed in a single round (no save, no attack roll to speak of).

    Not bad. But not outstanding. It needs an extra touch of awesome. And we have just the thing.

    Chain Spell. Since Ghoul Glyph has a single target, and (with Reach) a range other than Touch, it can now be Chained (see http://www.wizards.com/default.asp?x=dnd/4ask/20080520a). 1 new target per level, in a 30ft area. With your Permanent Consumptive Field up, that’s more than 20 creatures paralysed, with no save, no attack roll to speak of, and in a single round.

    Still not enough? Remember, we have the Incantatrix cohort. With her Quicken, you can paralyze more than 40 creatures in two 30ft circles. In a single round. With no save/attack roll. And can do it again in the next round.

    Now order your undead minions to get busy coup-de-gracing. Scythes work especially well, what with their x4 critical damage. And there’s something charming in the sight of a horde of scythe-armed undead mercilessly putting to death dozens of helpless creatures a round.

    If you see someone interesting among the paralyzed, a mage perhaps, Dominate him. Can’t have too many slaves with class levels.

    This tactic is not universal, of course. Ghoul glyph only affects living creatures of Large size or smaller. Versus undead, you already have Rebuke and Command (Chainable, at the cost of -4 to DC). Vs. constructs, use Disintegrate (Caster Level 20 thanks to Consumptive Field), Heightened and Maximised by your Red Wizard circle magic (240 damage). Vs. huge living creatures, use a Reach Chained Maximised Shivering Touch to paralyze them by dropping their DEX to 0 with no save.

    Once you reach character level 9, you’ll be able to cast Reach Chained Heightened (Red Wizard circle power) Slay Living. A.k.a. Wail of the Banshee.

    But wait, there’s more. There's CoDZilla to be made.

    First, however, the Build v.3.3 itself:

    1. WIZARD 1 / CLERIC 1 ||| Reach Spell, Divine Metamagic: Reach (Human Bonus Feat), Scribe Scroll (Wizard feat), Spell Focus: Enchantment (Domination domain), Extra Turning (Undeath Domain), Spontaneous Domain Casting [Domination]
    2. WIZARD 2 / CLERIC 2
    3. WIZARD 3 / CLERIC 3 ||| Rapid Spell ||| RAPID REACH GHOUL GLYPH
    4. WIZARD 4 / GEOMANCER 1
    5. WIZARD 5 / GEOMANCER 2| Retrain Rapid Spell into Tattoo Focus, get Rapid Spell back as Wizard Bonus Feat
    6. RED WIZARD 1 / GEOMANCER 3 Chain Spell ||| RAPID REACH CHAIN GHOUL GLYPH
    7. RED WIZARD 2 / GEOMANCER 4 |
    8. RED WIZARD 3 / GEOMANCER 5 ||| GET SLAYMATE
    9. RED WIZARD 4 / GEOMANCER 6 Leadership
    10. RED WIZARD 5 / GEOMANCER 7 | Retrain Rapid Spell into DMM: Chain Spell; get Rapid Spell back as Red Wizard bonus feat ||| REACH CHAIN HEIGHTENED SLAY LIVING
    11. MINDBENDER 1 (Telepathy) / CONTEMPLATIVE 1 (Fire Domain) OR PARAGNOSTIC APOSTLE 1 (See through the Veil)

    How to get a Slaymate

    SLAYMATE (Libris Mortis): 4HD Undead, Will save +5;
    has Pale Aura that reduces metamagic cost for Necromancy spells by 1 in 10ft radius (to a minimum of 0).

    HOW TO GET:
    1. KNOWLEDGE (religion) check vs. DC 14 to show DM you know about this creature (see PHB, p.78 on identifying monsters)

    2. SCRYING
    a. 4th level Wizard spell (or scroll for 700 gp)
    b. Cleric focus (under Geomancer rules) costs only 100 gp
    c. +5 to subject saves due to secondhand knowledge, to a total +10 Will vs. your DC (10 +4 +6) = 20. I.e., may require 2-3 castings to succeed.

    3. TELEPORT
    a. If within appr. 2000 miles, do it yourself
    b. If farther, need to purchase scroll of Greater Teleport (2,275 gp), get +5 CL from Consumption Field, and activate scroll

    4. COMMAND UNDEAD (spell, or Rebuke/Command – will work at lvl 8)

    Congratulations, you’ve got yourself and all allies in 10ft radius a -1 discount on Necromancy metamagic feats.


    COHORT & FOLLOWERS

    By level 10, due to your high Charisma and having a base of operations, you have a Leadership score of 17, which nets you a level 8 Cohort and many Followers (30 1st level, 3 2nd, 1 3rd, 1 4th).

    COHORT:

    Gray Elf, Wizard, Diviner, Middle-Aged
    STR 9 -1 (age) -2 (race) = 6
    DEX 13 -1 (age) +2 (race) = 14
    CON 15 -1 (age) -2 (race) = 12
    WIS 8 +1 (age) = 9
    INT 17 +2 (race) +1 (age) +2 (stat increases) +4 (item or spell) = 26
    CHA 15 +1 (age) +4 (spell) = 20

    1. WIZARD 1 // Extend Spell
    2. WIZARD 2
    3. WIZARD 3 // Iron Will
    4. WIZARD 4
    5. WIZARD 5 // Quicken Spell (Wizard bonus feat)
    6. INCANTATRIX 1 // Leadership, Persistent spell (Incantatrix bonus feat)
    7. INCANTATRIX 2
    8. INCANTATRIX 3


    SPELLCRAFT by level 8

    1. 11 ranks

    2. +8 INT

    3. +2 synergy (Knowledge (arcane)

    4. + 12 Aid Another
    a. Wizard cohort
    b. Three familiars (yours, your cohort's, your cohort's cohort's) which share the skill ranks of masters
    c. At least two followers > Level 1 are Adepts with ranks in Spellcraft

    5. + 7 items
    a. Masterwork kit +2
    b. Lenses of Spellcraft +5

    6. +5 spells
    a. Guildance (cleric cantrip) +1
    b. Mechanus Mind (Wiz 2) +2
    c. Heroism (Wiz 3) +2
    etc...

    TOTAL: 45, i.e. automatically (and with overkill) beats all of the below DCs.

    Cooperative Metamagic uses: 3 + 8 = 11 per day

    Quicken Spells: Double your damage with help from this Incantatrix

    QUICKENED REACH CHAIN GHOUL GLYPH: DC = 18 + (3*5) = 33
    QUICKENED REACH CHAIN SLAY LIVING: DC = 18 + (3*8) = 42

    Persist spells: Persist your best buffs with help from Incantatrix. the good thing about Persist is that generally you do it just once a day, before going out from your camp. Thus, you are entitled to Take 10 on the Spellcraft check, making the DCs more than accessible. Just a few gems:

    PERSISTENT CONSUMPTIVE FIELD (DC 48 -10 = 38): +10 or more to Caster Level

    Beyond all other incredible things it does (such as empowering your spells, overcoming spell resistance, and dispelling enemy buffs), one especially curious. If you cast Blasphemy at +10 CL, all nonevil creatures of your character level or lower in 30 ft are KILLED with NO SAVE; all up to 5 levels higher than you are PARALYZED with NO SAVE. Just a little something to look forward to 8=))

    PERSISTENT “DIVINE POWER” (DC 48 - 10 = 38): At Caster Level 20 (which you’re getting with your Consumptive Field), this gives you 20 BAB, +6 enhancement to STR and +20 hp.

    PERSISTENT “DIVINE FAVOR” (DC 39 - 10 = 29): +6 TO ATTACK/DAMAGE.

    Now cast GREATER MAGIC WEAPON, to get a +5 enhancement on your favourite skullcrusher. Don’t forget Magic Vestment (on armor and shield) + Shield of Warding to get +15 to AC.

    So, your 8 STR, level 10 weakling now has 5 attacks per round at +34/+27/+23/+18/+13 attack bonus, +13 bonus to damage, +15 AC, +20 hp, and +10 Caster Levels. FOR THE WHOLE DAY. And these buffs will be pretty hard to dispel, since they’ve been cast at caster level twice as high as your character level.

    Plus, he can paralyze/kill everyone in sight in 1 round via spells.

    And has an army of Undead, Dominated and Fanatic minions.

    At level 10.

    Not bad for Death Incarnate.
    Last edited by Undead Prince; 2009-03-08 at 12:19 PM.

  28. - Top - End - #28
    Bugbear in the Playground
     
    AssassinGuy

    Join Date
    Feb 2006
    Location
    Houston, Tx
    Gender
    Male

    Default Re: Need character for gestalt game

    Quote Originally Posted by shadow_archmagi View Post
    Looks good, writing it up now. Only one question: Why silverbrow human? It seems to give...

    Featherfall as a SLA, which is nice, and a bonus to disguises. And it has something to do with dragons, which opens up all those classes and things.

    Is there something dragonny in this build? I havn't had a chance to read up on all eighteen (EDIT: On closer inspection, it comes to eleven.) classes you used just yet.
    Silverbrow human gives you the Dragonblood subtype AS WELL AS a much needed bonus feat. The featherfall thing is nice too, but it definitely isn't the main reason for going this route.

    The Dragonblood subtype is useful when combined with certain spells from Dragon Magic and/or Races of the Dragon. Take a look at the various 'wings' spells from the ROTD, for instance. Furthermore, it helps tie everything together thematically for the low, low cost of some bonus skill points at LA 0.

    The feat is a necessary part of the build, and Silverbrow human is superior as compared to a normal human or a strongheart halfling for a sorceror - based caster.

    EDIT: Also, at the "good things about this build" part at the bottom, you mention 3rd level cleric casting, even though there's four levels of cleric. Is that a typo or is there a prestige class that noms a level of cleric? Not complaining, just wondering.

    EDIT2: OIC! The next level of cleric is at 11, and the benefits is for 10th level.
    Yeah, the summary is JUST at level 10. One of the key features of the build at this point is that you're pretty much average or above average in EVERYTHING by level 10.

    Keep in mind that your weakest save (REF, 6 + CHA, probably +9 total) is roughly on par with that of a monk of level ten status (+7 base, +3 or 4 modifier). Monks of course have good saves across the boards, if you recall, which means your weakest save here is STILL pretty damn good.

    You've only dropped 1 point of base attack over 10 levels.

    AND you've got an INSANE 'walking around' AC. I mean assuming no buffs, you're trotting around at 14 AC, 15 vs spells. Drop a greater mage armor on that sucker and you're kicking 20/21. Throw a swift shield up and you're pushing 25/26 AC without any equipment at level 10. ( In case you were wondering, that's the equivalent of 27,000gp of equipment for free).

    Don't forget that you ALSO have access to Shield of Faith (+3 DEF immediately, up to +5 total), and your Shield spell will increase in value for each level of abchamp you add in, up to a total value of +9 Shield. This means that you will be able to drop an AC of 34/35 with no cash spent on equipment by level 17. Note that at level 17, you will have an AC equivalent to that of a CR 21 RED DRAGON.

    EDIT3: Waaait a minute. Monk.. spellsword... sorcerer... FIST OF POLYMORPH!?
    [/quote]

    Uh...Sure. Counterproductive, but sure. Check out Draconic Polymorph, too. Check with your DM how he's running polymorph before you get too excited though. Lots of variants, fixes, and errata running around on that particular set of spells.

    Keep in mind that this character is designed to deal death from range, primarily. It's greatest strength by far are the abilities centered around the Vitriolic Sphere and using it to take something down as fast as possible.

    Note: Polymorph is a touch spell. Reach Spell turns Polymorph into a ray. A ray can be split to hit two targets using 'Split Ray'.

    Can anybody say brie?
    Three things to remember about D&D:
    1. Always go right. It's right, after all.
    2. If it's not a party member, it's just XP.
    3. D&D is the only game where you really can kill first and ask questions later.

  29. - Top - End - #29

    Default Re: Need character for gestalt game

    Quote Originally Posted by ravenkith View Post
    AND you've got an INSANE 'walking around' AC... you will be able to drop an AC of 34/35 with no cash spent on equipment by level 17. Note that at level 17, you will have an AC equivalent to that of a CR 21 RED DRAGON.
    AC 52. At level 9. For a Wizard/Cleric. Just sayin'.

    Note: Polymorph is a touch spell. Reach Spell turns Polymorph into a ray. A ray can be split to hit two targets using 'Split Ray'. Can anybody say brie?
    That's not brie, that's merely Edamer 8=) It can become brie or camambert, though, with Chain Spell instead of Split Ray. Sure, it costs 1 more spell level, but instead of 2 targets, you can affect 22 8=)) and since you're Polymorphing friendlies, they'll be conveniently standing in a 30ft radius for you.

  30. - Top - End - #30
    Bugbear in the Playground
     
    AssassinGuy

    Join Date
    Feb 2006
    Location
    Houston, Tx
    Gender
    Male

    Default Re: Need character for gestalt game

    Quote Originally Posted by Undead Prince View Post
    AC 52. At level 9. For a Wizard/Cleric. Just sayin'.
    Yes, your build is cheesy.

    Mine is less so. :P
    Three things to remember about D&D:
    1. Always go right. It's right, after all.
    2. If it's not a party member, it's just XP.
    3. D&D is the only game where you really can kill first and ask questions later.

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