Age of Heroes - LR Gestalt Game (Roll Call)

Wrahn said:
It is an interesting point and one I hadn't considered, but I would argue the Wizard class does not give +1 caster level. The level of the wizard level determines what spells are available and what level they are cast at, but is fundamentally different than the +1 to existing caster level.

The inference is easy to make, but the Wizard (or any of the base casting classes) act slightly different, they permit the casting of spells of that class. For instance, in the example I gave, you could not pick up cleric levels with the loremaster class, because the fighter/rogue/wizard doesn't have levels to add to.

Whether the distinction is enough to seperate them as distinct abilities is probably up to the GM.

Well you're right to say that advancing wizard levels and advancing loremaster levels wouldn't be exactly the same thing, but the important part here is gaining spellcasting abilities. The PrC says:

SRD said:
When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class.

Replace "a spellcasting class she belonged to before she added the prestige class" with "wizard," and it seems like a problem would crop up because of the following lines from the wizard class:

SRD said:
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard.

...and...

SRD said:
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook.

So taking a level of wizard and a level of loremaster at the same time in a gestalt build really is like taking wizard/wizard for the purposes of spells/day and spells known. As far as I can tell, this wouldn't work.

However, you're right to point out that it's up to the DM's ruling. I know he's been a bit lenient with me in regards to my character for this game, so maybe you'll have some luck too. :D
 

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Okay, Gabrion, good argument.

I don't think it is a problem still, as the +cleric levels of the Monster of Legend do not need to overlap with the the cleric level Ununkua'em actually took (if we look at it like a Savage Species-like progression) and I believe that Lord Raven has approved him.

Anyway, as far as a nickname for him goes, I think I will let you guys decide what you want to call him (in character after you meet him). If any of you have read the descriptive text in the War Mind in the actual book, it describes a warrior named Ununquam the Vanquisher who lived many thousands of years ago, whose stories are told in the Talariic text (which all war minds learn from). The name Ununkua'em was constructed using the Goliath name generator, specifically to sound as close to Ununquam as I could get it.
 

Lord_Raven88 said:
Amazing Triangle:
I know nothing about the combat medic or the healer, can you please summarise the abilities of each class please.

Well what you see is what you get for Combat Medic it is 5 levels. Healer is Cleric without domains focused on healing completely. There is only Cleanse Petrification (13th-self explainatory), New limb (15th-Regrow limb 1/day ), and New Life (20th - 1/week true res materials still needed) are all that is left

Very short list of spells mostly healing or status spells

I have to heal any good aligned creature or lose casting privledges, Heavy or medium shuts down my healing powers so does a shield for 24 hours.
 
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Question, I recalled Lord_Raven saying no custom magic items, thus the Sacred Ring your character has is out.

Didn't we have an arcane caster? I don't see one in the Rogues Gallery.
 

Ferrix said:
Didn't we have an arcane caster? I don't see one in the Rogues Gallery.

Shayuri's character is I believe an arcane caster using classes from Player's Handbook two. My character has some arcane spells as Bard, but I do seem to remember a couple of sorcerer/wizard types being suggested early on. I don't know where they went.
 


Yeah, an evoker would round the group out nicely. My character can deal some pretty good ranged damage, but not the area effect stuff.
 

I am arcane, yes...but it's also true that I'm not a "blasty mage." What little damage spells I have are from Duskblade, and are limited to a few ray spells. Beguiler offers very little damage dealing, though can do crowd control via enchantments and illusions that control or incapacitate foes.

Definitely room for a "Boom Mage," though. Beguilers are also weak in "planar" magic, like summons, dissmissals, and travel spells...and even duskblades never get anything better than Dimension Door. So there's PLENTY of room for another arcane caster. :)
 

So here's my plan so far:

Race: Sylph (MMII)
Side 1: Outsider 3/LA 5/Ambient Tempest 2
Side 2: ??

I'm pondering whether to go full-on Wizard in Side 2 for versatility with a sprinkling of geomancer, a base of Wizard with Spellfire Wielder on top, favored soul or druid.
 

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