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Recruiting for High Level Gestalt

Lord_Raven88

First Post
Azaar said:
Okay, this thing of adding templates/LA to one side of the gestalt and the other remaining solely class has me curious about some things. Hopefully you all can set me straight on these things.

For example, let's say I want to do a half-fiend/drow fighter/warlock. I want to maximize casting level and all that, so I put the template and LA on the fighter side, like so:

Half-Field (LA) / Warlock 1
Half-Field (LA) / Warlock 2
Half-Field (LA) / Warlock 3
Half-Field (LA) / Warlock 4
Drow (LA) / Warlock 5
Drow (LA) / Warlock 6
Drow (racial/class) Fighter 1 / Warlock 7
Fighter 2 / Warlock 8
Fighter 3 / Warlock 9
Fighter 4 / Warlock 10

Now, I'm curious about how this will pan out overall:

1) Hit Dice: Is this character going to have 4 HD from classes, or 10 HD?

2) Saves: Do I compare the base saves from Fighter 4 against Warlock 10?

3) BAB: Same as saves -- am I comparing the BAB of Fighter 4 against Warlock 10?

4) Miscellaneous stuff: what other fluctuations, aside from the aforementioned in the previous three questions, should I expect out of a build like this?
As I'm still new to Gesalt characters I can only answer your first question.
1) You have 10 HD 3d10 from your fighter levels and 7d6 from your warlock levels
 

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Lichtenhart

First Post
Here is a draft of my char for you comment upon: :)

Human Ascetic Fighter 10 / Monk 10
Lawful Good

Code:
STR 14		6
DEX 14		6
CON 14		6
INT 12		4
WIS 16+2+2	10
CHA 15		8
HP: 10d10+30
BAB: +10/+5

Code:
Fort: +7 base +2 con +2 feat +1 res = +12 (+13 vs spells)
      (improved evasion)
Refl: +7 base +2 dex +2 feat +1 res = +12 (+13 vs spells)
      (immune to disease, starvation, thirst, elements)
Will: +7 base +5 wis         +1 res = +13 (+14 vs spells)
      (+2 vs enchantment spells and effects)
Attack: Unarmed Strike +10 base +5 wis +2 feat +2 enh = +19/+19/+14 (magic, lawful, good, holy)
Damage: Unarmed strike 1d10 +2 str +2 feat +2 enh = 1d10+6 (+2d6 vs evil)
Stunning Fist: 10/day, DC 20 (DC 22 + staggered 1 round vs evil)

AC: 10 base +2 dex +5 wis +2 monk +7 exalted +1 def +1 nat = 28
Touch AC: 10 base +2 dex +5 wis +2 monk +1 def = 20
Flatfooted AC: 10 base +5 wis +2 monk +7 exalted +1 def +1 nat = 26

Speed 60'

Skill Points: 13*(4+1+1)+10=88
Max Ranks: 13/6.5
Class skills:
[sblock]Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (arcana/religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).[/sblock]
Feats:
[sblock]
Code:
1)	Bonus (exalted):	Nymph's Kiss
	Bonus (fighter):	Weapon Focus (Unarmed Strike)
	Bonus (human):		Sacred Vow
	Bonus (monk):		Improved Unarmed Strike
	Bonus (monk):		Stunning Fist
	Level:			Vow of Poverty
2)	Bonus (exalted):	Nimbus of Light
	Bonus (fighter):	Blind-Fight
	Bonus (monk):		Deflect Arrows
3)	Level:			Great Fortitude
4)	Bonus (exalted):	Sanctify Ki Strike
	Bonus (fighter):	Weapon Specialization (Unarmed Strike)
6)	Bonus (exalted):	Fist of the Heavens
	Bonus (fighter):	Improved Toughness
	Bonus (monk):		Improved Disarm
	Level:			Faster Healing
8)	Bonus (exalted):	Intuitive Attack
	Bonus (fighter):	Run
9)	Level:			Lightning Reflexes
10)	Bonus (exalted):	Holy Ki Strike
	Bonus (fighter):	Greater Weapon Focus (Unarmed Strike)
[/sblock]
Special Abilities:
[sblock]
Code:
3)	Monk:		Still Mind (Ex)
	Ascetic:	Endure Elements (Ex)
4)	Monk:		Ki Strike Magic (Su)
	Ascetic:	Exalted Strike +1 Magic (Su)
5)	Monk:		Purity of Body (Ex)
	Ascetic:	Sustenance (Ex)
6)	Ascetic:	Deflection +1 (Su)
7)	Monk:		Wholeness of Body (Su)
	Ascetic:	Ability Score Enhancement +2 (Ex)
	Ascetic:	Resistance +1 (Ex)
8)	Monk:		Unarmed Damage 1d10 (Ex)
	Ascetic:	Natural Armor +1 (Ex)
	Ascetic:	Mind Shielding (Ex)
9)	Monk:		Fast Movement 60' (Ex)
	Monk:		Flurry of Blows III (Ex)
	Monk:		Improved Evasion (Ex)
	Ascetic:	AC Bonus +7 (Su)
10)	Monk:		AC Bonus +2 (Ex)
	Monk:		Ki Strike Lawful (Su)
	Monk:		Slow Fall 50' (Ex)
	Ascetic:	Exalted Strike +2 Good (Su)
	Ascetic:	Damage Reduction 5/Magic (Su)
[/sblock]
 

Lord Wyrm

First Post
Lictenhart: You'll have to clariy what the various exalted feats do, I don't have that book. I do know what VoP does so you don't need to tell me that one.

Lord_Raven88 said:
How are HP being handled are we taking average HP's per level, rolling or some other method

And how much gold do we start with

HP will be half of die +1, Max Hit Die at 1st. So:
d4=3
d6=4
d8=5
d10=6
d12=7

Gold will be 49000.

MeepoTheMighty said:
I'd be interested in joining this as well. I'm thinking of barbarian/something. Perhaps a barbarian/scout or barbarian/druid?

Or maybe something a little more out there, like a hexblade/warlock.

Feel free to join. Always room for one more. :)

Pyrex said:
Warlock is 3/4 BaB, right?

Assuming that, and assuming we'll be using fractional-advancement for BaB and Saves your bab will be:

L1 -> L5: +1 x5 == +5
L6 -> L10: +0.75 x5 == +3.75

BaB == +8

IDHMBIFOM, so I can't help you with the Saves right now...
Correct.

Ferrix said:
Feral template... the most broken +1 LA out there. Nice choice, although neither it nor the winged template are in his list of allowed books, so you'd better run it by him.
Those templates are fine, the combo would almost scare me but I just saw the answer to Pun-Pun, that made me shiver.

Pyrex said:
The rules are silent on that. It'd be up to our DM.
The double move to get both hands aflame is allowed.

Azaar said:
1) Hit Dice: Is this character going to have 4 HD from classes, or 10 HD?

2) Saves: Do I compare the base saves from Fighter 4 against Warlock 10?

3) BAB: Same as saves -- am I comparing the BAB of Fighter 4 against Warlock 10?

4) Miscellaneous stuff: what other fluctuations, aside from the aforementioned in the previous three questions, should I expect out of a build like this?
Pyrex answered these as I would have.
 
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Endur

First Post
Lord Wyrm:
What about classes from Monte Cook's Arcana Unearthed?

Paragon classes and variant classes from D&D's Unearthed Arcana books?

The Monster of Legend Template from Monster Manual 2?
 
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Lord Wyrm

First Post
Endur said:
Lord Wyrm: What about material from Monte Cook's Arcana Unearthed or D&D's Unearthed Arcana books?
Unearthed Arcana is fine. I should get Arcana Evolved for christmas so that will be reviewed for inclusion by the following day and I'll make a decision.
 

Azaar

Explorer
The more I look at Pyrex's answer, the more I honestly, truly believe I'd be better off just being a regular ol' human. Far less complicated that way. The templates and all would be nice, but the math looks like it'll take me a while to figure out, and I spend enough time trying to write up potential character concepts without being driven insane by having to do a bunch of math on top of it all.

Anyway, Lord Wyrm, I'll try to get something ready for your perusal in the next day or so.
 

Endur

First Post
Human Barbarian 10/Warmain 10

ARN

Using the Bear Totem Barbarian variant from Unearthed Arcana and the Warmain class from Monte Cook's Arcana Unearthed.

Lo, there do I see my father
Lo, there do I see my mother and my sisters
and my brothers
Lo, there do I see the line of my people back
to the beginning
Lo, they do call to me
They bid me take my place among them
in the Halls of Valhalla
Where the brave may live forever...

[sblock]
ARN
Human Barbarian 10/Warmain 10
Str 18 (pointbuy 10 +2 levels)
Dex 14 (pointbuy 6)
Con 14 (pointbuy 6)
Int 14 (pointbuy 6)
Wis 14 (pointbuy 6)
Chr 14 (pointbuy 6)

BAB: +10
bull rush: +8/+10 while raging
grapple: +18/+24 while raging
sunder:

HP: 10d12 +20(con) +3 (toughness feat) +4 (sturdy feat)= (+24 while raging)

Armor Class: 10 +1 Dex +9 armor= 20 (18 while raging)

init: +2
Fort: +7 base +2 con +2 feat=+9 (+2 while raging)
Reflex: +3 base + 2 dex =+5
Will: +4 base +2 wis =+6 (+2 while raging)

feats: power attack(1st), cleave(human 1st), Improved Bull Rush(3rd), Combat Brute (6th Complete Warrior), Shock Trooper (9th Complete Warrior)
Barbarian Feats: Toughness, Improved Grapple, Great Fortitude
Warmain Feats: Weapon Focus Great Sword (2nd), Weapon Specialization Great Sword (4th), Improved Sunder (6th), Great Cleave (10th)

Warmain: Feats as above. Sturdy at first level (+x2 con bonus hit points). Crushing Blow 1/day at 8th level (one attack a day is an automatic critical if it hits)

Bear Totem Barbarian
Give up Fast Movement, Uncanny Dodge, Trap Sense, and Improved Uncanny Dodge.
Receive instead: Toughness, Improved Grapple, Great Fortitude, and +4 bonus on grapple checks while raging.

Equipment (49,000 gp total):
Viking Long Ship: 10,000 gp
Horses: ? gp
Gear: ? gp
+1 Adamantine Great Sword: 5050gp
+1 Full plate: 2650 gp

Great Sword: +16 to hit, 2d6 + 9 damage (while raging +2 to hit, +3 to damage)

Typical combat sequence (cleaving when foes fall):
When Charging:
Charge enemy: power attack -10 to ac, +20 to damage
2nd round Full attack: power attack: -10 to hit, +30 to damage
3rd and subsequent rounds full attack: power attack: -10 to hit, +20 to damage

If charged:
full attack: power attack: -10 to hit, +20 to damage

[/sblock]
 
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Wrahn

First Post
I am playing with something a little exotic at the moment:

Wiz 1/Monstrous Humanoid HD 1
Wiz 2/Monstrous Humanoid HD 2
Wiz 3/Thri-kreen Level Adjust 1
Wiz 4/Thri-kreen Level Adjust 2
Wiz 5/Half Dragon Level Adjust 1
Wiz 6/Half Dragon Level Adjust 2
Wiz 7/Half Dragon Level Adjust 3
Wiz 8/Swashbuckler 1
Wiz 9/Swashbuckler 2
Wiz 10/Swashbuckler 3

My real concern is he is coming out with 76 HP which is a little low, low enough that he can easily kill himself in a full attack. I may need to rethink the gross offense too (Sitting at 4x +20(1d4 +16)/+15(1d6 +10) but with arcane strike can go to somthing like (4x +25 (6d4 +16)/+20(6d4 +10) which is something like 149 damage on average).
 

Wrahn

First Post
Endur said:
Using the Bear Totem Barbarian variant from Unearthed Arcana, the Human Paragon class from Unearthed Arcana, and the Monster of Legend template from Monster Manual 2.

Where did you get the level adjust for the Monster of Legend? (not disputing your numbers, just curious)

and

not to rain on your parade, but the monster of legend Template can only be applied to animals, beasts, monstrous beasts and monstrous humanoids. Humans ain't one of those, I think you are going to have to get special dispensation from the GM to take that template on your character.

If people don't have the MM2, the run down for the monster of legend is somethign like +5 Natural Armor, a list of special attacks which the Monster of legend choses one (Frightful presence in Endur's case), a list of special defenses which the Monster of Legend chooses 2 (Fast Healing 5 and immune to mind effecting spells in Endur's case), +3 to all saves, +10 Str, +6 Dex, +10 Con, +2 Int, +2 Wis, +4 Cha and improved initiative and Multiattack as bonus feats.
 

Endur

First Post
Wrahn said:
Where did you get the level adjust for the Monster of Legend? (not disputing your numbers, just curious)

The +7 LA is in the 3.0 to 3.5 conversion handbook that WOTC released. They had LA's for various monsters and templates and the updated DR conversions.
 

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