Gestalt 13th Level "Terror and Blasphemy"

You don't make a comparison at each level, just for each admixture. You don't look at level 4, for instance, and gain a +1 bonus to saves from having a bad saving throw in a particular spot. To give some sense to this, look at a monk. Good saves to all, but if you followed your pattern, they would gain more from having a second class that gave a bad bonus to all saves (commoner).

Edit: But your above point is a pretty interesting comparison...
 
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Creamsteak said:
You don't make a comparison at each level, just for each admixture.

Are you sure, you do the same for BAB, and Skills. Also if you don't do the above how do you handle PrCs? Or do you just not gain saving throws for PrC and you simply take which ever is better at your highest level based upon your two starting classes?

Like my character would have:
Fort: +8
Ref: +8
Wil +4
 

Hrm... it's really weird looking now. What about when you partial class multiple times?

Monk/Fighter +2 all
Monk/Wizard +1 fort/+2 ref and will
Monk/Fighter +1 fort
Monk/Ranger +1 fort/+2 ref and will
Monk/Rogue +2 ref

... This is seriously making me consider the partial save progressions...
 

Creamsteak said:
Hrm... it's really weird looking now. What about when you partial class multiple times?

It gets ugly I imagine... And I'm with you we need to do partial saves as I don't think a Wizard/Fighter should have a higher will save then a straight wizard or a wizard/sorcerer.
 

Alright, I hate to do this really really late in the character creation process (I appologise), but I'd like to convert saving throws and BAB to the partial form. Here's the breakdown without the half page description UA gives us:

Each level in a class grants you these benefits based on their save/attack progression:

Good Saves +1/2
Poor Saves +1/3

Good Attack +1
Mid Attack +3/4
Poor Attack +1/2

At 1st level a good save (such as all of the monks) grants a flat +2 to saves. This only is accrued at 1st level. Thereafter, the character does not gain that flat +2 bonus from multiclassing of any kind. You simply gain the "best" save bonus from either of the classes that are part of your Gestalt.

Make sense?
 

Creamsteak said:
... This is seriously making me consider the partial save progressions...

It going to make peoples head hurt but the cleric/rogue is easy.

Cleric/Rogue
level 13
Fort:8 1/2
Ref: 8 1/2
Will: 8 1/2

Fighter/Rogue
Fort: 8 1/2
Ref: 8 1/2
Will: 4 1/3
 


I skimmed over the thread and wasn't clear on if you had an eighth player for the game. If you don't, I'd love to be it. My first idea is a Lycanthrope (Were-Dire Bat) Rogue/Fighter.
 

We've already got 10 players. And I'd rather lose people than take more on at this point.

Also, please list your classes as thier progression. Not Fighterx/roguex/monkx. Fighter/Monk and Rogue/Monk and Prestige/Monk. I just want to know that info.
 

OK, the saves are giving me a headache...I figured them out, as per the Gestalt description, which does say to do it level by level, and mine ended up as +13F/+16R/+9Will

I'll give CS's version a go tomorrow, I guess, unless someone wants to have a look and say 'It's X,X and X, Uriel...

Here are my Classes as I had them developed.

Fighter 6
Rogue 9
Swashbuckler 3
*********************
Master Thrower 5
Skullclan Hunter 3
F/R/W Skills
1 Fighter/Rogue 2/2/0 Rogue 44
2 Swashbuckler/Rogue 2/1/0 Rogue 11
3 Fighter/Rogue 1/3/1 Rogue 11
4 Swashbuckler/Rogue 1/1/0 Rogue 11
5 Fighter/Rogue 0/1/1 Rogue 11
6 Swashbuckler/Master Thrower 1/2/0 Swash 7
7 Fighter/Skullclan Hunter 1/2/2 SKH 9
8 Master Thrower/Rogue 1/1/1 Rogue 11
9 Skullclan Hunter/Rogue 0/1/1 Rogue 11
10 Master Thrower/Rogue 1/1/1 Rogue 11
11 Fighter/Skullclan Hunter 1/0/0 SKH 9
12 Fighter/Master Thrower 1/1/1 MT 7
13 Master Thrower/Rogue 1/0/1 Rogue 11
Totals: +13/+16/+9 164

Oh, by the way, I mentioned a total damage of 700-something HPs with max crits,sneaks etc...

It's actually 960HP...and they are Touch attacks. SWEET!!!!!!!

16 Daggers at 24HP+36Sneak=60X16 daggers :D:D:D
 
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