2 man gestalt team - problems.

Question said:
Ok......so we have(tentatively) decided on paladin/favored soul and sorc/warmage.
Warmage:Sorcerer strikes me as a bit redundant. You'll get more choice of spells than a normal sorcerer or warmage, but you'll still only be able to cast one per round and your saves, hps, etc will still be pretty wussy.


glass.
 

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Obviously the answer is to have your non-spellcaster halves sleep at different times to your spellcaster halves. It all averages out in the end.
 


glass said:
Warmage:Sorcerer strikes me as a bit redundant. You'll get more choice of spells than a normal sorcerer or warmage, but you'll still only be able to cast one per round and your saves, hps, etc will still be pretty wussy.

On the one hand, he gets all his "blast'em!" spells from warmage, and that frees up utility spells for the sorcerer.

On the other hand, all of what Glass says above is correct. Plus, they're so similar, it's kinda eh.

Warmage/Wizard would probably be slightly better. As a warmage, you still need to have a high Int for your blasting, so you're not really hitting MAD, and wizard provides a potentially greater depth of utility spells.

However, Pyrex's suggestion is probably about as good as you can get for a two-person gestalt party, as you have all your bases covered. You may wish to change the Pal/Sor to a Pal/Wmg, for armor use, but I'm not sure how useful that'll wind up being.

Brad
 

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