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<blockquote data-quote="sparxmith" data-source="post: 1620363" data-attributes="member: 14838"><p><strong>RttoEE and Gestalt Characters</strong></p><p></p><p>In the campaign that I play in, our group just attacked and killed a 14th level Cleric, 2 10th lvl Fighters, and 7 orcs who all had character classes added. Avg level of our Party? 7th. </p><p></p><p>How'd we do it? We're all gestalt and we had, at least on that day, a fine tactical plan that was executed to perfection.</p><p></p><p>Seriously, gestalt characters can kick some serious butt--when used properly. Make sure that the PC's choose classes that synergize well. For instance, a cleric/wizard sounds like it be uber, but it's not unless the character has superhuman stats. You get two full spell progressions, but the other abilities don't really flow to make a tremendous character. </p><p></p><p>However, a Sorceror/Bard or Sorceror/Paladin is a fantastic combination. The high charisma is perfect for the Sorc, and tremendously boosts the strength of either second class.</p><p></p><p>A Wiz/Rog tends to work really well. You can sneak attack with a ray, adding damage to certain spells. The high Int gives the already skilled rogue even more points to work with. Plus the higher hit die goes well with the lack of armor.</p><p></p><p>But, I've saved the best for last: a Druid/Monk, especially if you give him the Vow of Poverty from the Book of Exalted Deeds. Druids and Monks both receive a crapload of class abilites. By 14th level, the character would be able to Wildshape into a large fire elemental (which buffs his stats) then attack unarmed with extra damage for being Large, all the while using Call Lightning to pummel his foe with 3d6 electricity every round. It's a deadly combination.</p><p></p><p></p><p>So, to end the minor hijacking, a gestalt character's power, relative to a regular character's power, is highly dependent on the skill of the player creating him. In the above campaign, we had someone play a barbarian/fighter. That character is the weakest of the group--adding feats to a barbarian doesn't make it on par with the rest of the group. So, as stated above, make sure that the characters are designed well. I believe that that will help you solve your problem.</p><p></p><p>Just my two sparx,</p><p></p><p>Sparxmith</p></blockquote><p></p>
[QUOTE="sparxmith, post: 1620363, member: 14838"] [b]RttoEE and Gestalt Characters[/b] In the campaign that I play in, our group just attacked and killed a 14th level Cleric, 2 10th lvl Fighters, and 7 orcs who all had character classes added. Avg level of our Party? 7th. How'd we do it? We're all gestalt and we had, at least on that day, a fine tactical plan that was executed to perfection. Seriously, gestalt characters can kick some serious butt--when used properly. Make sure that the PC's choose classes that synergize well. For instance, a cleric/wizard sounds like it be uber, but it's not unless the character has superhuman stats. You get two full spell progressions, but the other abilities don't really flow to make a tremendous character. However, a Sorceror/Bard or Sorceror/Paladin is a fantastic combination. The high charisma is perfect for the Sorc, and tremendously boosts the strength of either second class. A Wiz/Rog tends to work really well. You can sneak attack with a ray, adding damage to certain spells. The high Int gives the already skilled rogue even more points to work with. Plus the higher hit die goes well with the lack of armor. But, I've saved the best for last: a Druid/Monk, especially if you give him the Vow of Poverty from the Book of Exalted Deeds. Druids and Monks both receive a crapload of class abilites. By 14th level, the character would be able to Wildshape into a large fire elemental (which buffs his stats) then attack unarmed with extra damage for being Large, all the while using Call Lightning to pummel his foe with 3d6 electricity every round. It's a deadly combination. So, to end the minor hijacking, a gestalt character's power, relative to a regular character's power, is highly dependent on the skill of the player creating him. In the above campaign, we had someone play a barbarian/fighter. That character is the weakest of the group--adding feats to a barbarian doesn't make it on par with the rest of the group. So, as stated above, make sure that the characters are designed well. I believe that that will help you solve your problem. Just my two sparx, Sparxmith [/QUOTE]
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