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Thread: Need character for gestalt game
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2009-03-02, 06:50 PM (ISO 8601)
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- Sep 2007
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- Earth... sort of.
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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: 3.5eLast edited by shadow_archmagi; 2009-03-02 at 06:52 PM.
Avatar by K penguin. Sash by Damned1rishman.
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2009-03-02, 07:08 PM (ISO 8601)
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- Mar 2007
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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.
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2009-03-02, 07:15 PM (ISO 8601)
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- Jan 2007
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- Eastern NC
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Re: Need character for gestalt game
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
Homebrew:
• "Themes of Ansalon" - A 4E Dragonlance Supplement
• Homebrew Compendium
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2009-03-02, 07:16 PM (ISO 8601)
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- Aug 2008
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.
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2009-03-02, 07:17 PM (ISO 8601)
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- Aug 2006
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- Utah
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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.You can call me Draz.
Trophies:
Spoiler
Also of note:
- Winning Entry of Gestalt Build Challenge IV
- 3rd Place in Iron Chef XI (Blade Bravo)
- Judge of Iron Chef XXIII (Divine Champion)
I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
... yes, I need to be tested for ADHD.
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2009-03-02, 07:45 PM (ISO 8601)
- Join Date
- Dec 2004
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.
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2009-03-02, 08:05 PM (ISO 8601)
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- Feb 2007
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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 fieldThree words that will save your ass from a lot of situations:
"Will", "Fortitude" and "Reflexes"
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2009-03-02, 08:36 PM (ISO 8601)
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- Feb 2008
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.
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2009-03-02, 09:05 PM (ISO 8601)
- Join Date
- May 2006
Re: Need character for gestalt game
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.
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2009-03-03, 03:45 PM (ISO 8601)
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- Earth... sort of.
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Re: Need character for gestalt game
Great ideas everyone! Thank you so much.
Could Swordsage/Cleric do anything?Avatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2009-03-03, 04:07 PM (ISO 8601)
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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.You can call me Draz.
Trophies:
Spoiler
Also of note:
- Winning Entry of Gestalt Build Challenge IV
- 3rd Place in Iron Chef XI (Blade Bravo)
- Judge of Iron Chef XXIII (Divine Champion)
I have a number of ongoing projects that I manically jump between to spend my free time ... so don't be surprised when I post a lot about something for a few days, then burn out and abandon it.
... yes, I need to be tested for ADHD.
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2009-03-03, 04:55 PM (ISO 8601)
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- Feb 2006
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- Houston, Tx
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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.
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2009-03-03, 07:15 PM (ISO 8601)
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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.Avatar by K penguin. Sash by Damned1rishman.
MOVIE NIGHTS AND LETS PLAYS LIVESTREAMED
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2009-03-03, 08:08 PM (ISO 8601)
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- Feb 2006
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Re: Need character for gestalt game
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.
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2009-03-03, 08:21 PM (ISO 8601)
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- Apr 2005
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- USA
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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
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2009-03-04, 11:42 AM (ISO 8601)
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- Feb 2006
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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.
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2009-03-05, 02:40 AM (ISO 8601)
- Join Date
- Mar 2008
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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2009-03-05, 02:42 AM (ISO 8601)
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- Mar 2008
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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2009-03-05, 11:50 AM (ISO 8601)
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Re: Need character for gestalt game
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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2009-03-05, 12:31 PM (ISO 8601)
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- Aug 2007
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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2009-03-05, 01:31 PM (ISO 8601)
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- May 2006
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- Wandering in Harrekh
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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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2009-03-05, 02:01 PM (ISO 8601)
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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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2009-03-05, 02:20 PM (ISO 8601)
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Re: Need character for gestalt game
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 handbookSpoiler
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2009-03-07, 06:12 AM (ISO 8601)
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- Earth... sort of.
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Re: Need character for gestalt game
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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2009-03-07, 06:26 AM (ISO 8601)
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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.Originally Posted by Alabenson
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2009-03-07, 09:35 AM (ISO 8601)
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- Sep 2007
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Re: Need character for gestalt game
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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2009-03-07, 11:35 AM (ISO 8601)
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Re: Need character for gestalt game
Originally Posted by shadow_archmagi
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
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
SpoilerLarge 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
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:
Last edited by Undead Prince; 2009-03-08 at 12:19 PM.
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2009-03-07, 05:56 PM (ISO 8601)
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Re: Need character for gestalt game
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.
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!?
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.
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2009-03-07, 07:00 PM (ISO 8601)
- Join Date
- Feb 2009
Re: Need character for gestalt game
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?
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2009-03-07, 08:37 PM (ISO 8601)
- Join Date
- Feb 2006
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- Houston, Tx
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Re: Need character for gestalt game
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.