Gestalt 13th Level "Terror and Blasphemy"


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Hrm... roll d% and multiply the percentage by the amount of experience you need to level up. You currently need 13,000 xp. This will apply to everyone.

100% = 000% so that nobody can "quite" level up.
 




They also don't gain a benefit though. So he either gained the aging benefits before becoming a ghost (along with the penalties), or he became a ghost first and maintained his stats.
 

Creamsteak said:
They also don't gain a benefit though. So he either gained the aging benefits before becoming a ghost (along with the penalties), or he became a ghost first and maintained his stats.
You know now that I opened my mouth I can even find a reference in the MM 3.5 that says they don’t age. Undead speaks nothing of immunity but I think it’s pretty much implied.

I can find a few things that do gain the bonus and none of the negatives from it. (Then again they usually still have a normal lifespan.) Anyhow it doesn’t really matter. :)

Anyhow I’m curious how does one handle the Saving Throws? Is it by level or is it simply the best one overall?

An example would be a 3rd level fighter/wizard. What would be its Will Save?
 

Well, a 3rd level fighter/wizard is +3/+0/+3.

The problem isn't with those though, it's with the (Barbarian/Bard 3)/(Rogue/Cleric 3)

That's where the stats get weird, because technically it would be +6 to all saves, I think.

Basically, you get the full benefit of being a Barbarian/Bard (Good Saves in all 3), and a Rogue/Cleric (Good saves in all 3).
 

Creamsteak said:
The problem isn't with those though, it's with the (Barbarian/Bard 3)/(Rogue/Cleric 3)

Indeed. :confused:

Creamsteak said:
That's where the stats get weird, because technically it would be +6 to all saves, I think.
A line by line of transfer would be a +4 as you only take the best at each level and when I mean the best I mean the best gain.

Level One
Fort: 2 (Cleric)
Ref: 2 (Rogue)
Will: 2 (Cleric)

Level 2, the cleric gains a +1 in Fort and Will while the rogue gets a +1 in Ref.
Fort: 3 (Cleric)
Ref: 3 (Rogue)
Will: 3 (Cleric)

Level 3, there roles reverse the cleric gets a +1 Ref while the rogue gets a +1 will and +1 fort.
Fort: 4 (Rogue)
Ref: 4 (Cleric)
Will: 4 (Rogue)

Level 4, the cleric gains a +1 in Fort and Will while the rogue gets a +1 in Ref.
Fort: 5 (Cleric)
Ref: 5 (Rogue)
Will: 5 (Cleric)

Level 5, no gain!
Fort: 5 (None)
Ref: 5 (None)
Will: 5 (None)

Level 6, Both classes have all their saves up one. No stacking.
Fort: 6 (Either)
Ref: 6 (Either)
Will: 6 (Either)

Level 7, No gain!
Fort: 6 (None)
Ref: 6 (None)
Will: 6 (None)
 
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