Gestalt 13th Level "Terror and Blasphemy"

Creamsteak said:
Also, I want everyone to put their characters in monster manual stat-block form. It's my favorite form, and probably among the fastest to just read.
Ahh I prefer my method much better and I really have issues trying to read that yet alone get it into that format... Are you sure on this ruling?

BTW: You have some non-OGL content in that post. (Hexblade abilities)
 

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Thanks for the invite!! I'm thinking of a fighter 6/sorceror 13/Arcane Archer 7, though if anyone has any others ideas, I'm willing to listen. Also, depending on the group I'm with - I'll try and cover any weaknesses we may have in the group.

Keia
 

Wow. Thanks lots, Creamsteak.

As might be expected, I've got lots of ideas, but I think I'll wait and see, like Keia, what gaps need filling in my party....

Edit: What I'll play if I get the chance is some (un)Holy union of Paladin, Ranger, Kensai and Knight of the Chalice. Since I could have up to a +8 weapon (or +7 if the XP expenditure comes to that) but 13th (or 12th) level.... +4 holy evil outsider bane sounds good. Plus favored enemy. Plus Fiendslaying.

Jeez. Gestalt characters are sick, sick sick. I'm going to enjoy this. :D
 
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Question about Favored Class...

One, are we adhering closely to Favored Classes, and...


Two, does each progression have a seperate favored class 'choice' (for Human, for example.

If each half of the class progression is considered seperately, then I'm fine (as a human or a half elf).

1 Fighter/Rogue
2 Swashbuckler/Rogue
3 Fighter/Rogue
4 Swashbuckler/Rogue
5 Fighter/Rogue
6 Swashbuckler/Master of Throws
7 Fighter/Skullclan Hunter
8 Master of Throws/Rogue
9 Skullclan Hunter/Rogue
10 Master of Throws/Rogue
11 Fighter/Skullclan Hunter
12 Fighter/Master of Throws
13 Master of Throws/Rogue

Edit:Figuring out the Saves (and/or the best way to advance, should it matter for them) is giving me a headache.

I think that it is Fighter+Swashbuckler -or- Rogue Saves + Best of Prestige bonuses? Or...(See, my headache is back...).
 
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MMM...

Palm Strike+Rapid Shot+Improved 2 Weapon Fighting+Greater Two-Weapon Fighting+Weak Strike+ Base of +13/8/3 means 14 possible daggers per round. Combined with Sneaks...:D

That's 672 HP damage if I roll max on all sneaks, and crits (sneaks not multiplied). Without magic bonuses.
D4+2specialization X2crit=12+36 +sneak=48X12 hits. And they are touch attacks...

That requires being able to go first, or invisible etc...and it works on Undead. Ahh....Divine Strike.
 
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Serpenteye said:
Dalamar, you might need some transportation spells. Teleport, or something similar.
Missed this earlier.

Why do you think so? Not that I have anything against picking up Teleport or maybe Dimension Door, but curious as to the reason.
 

Dalamar said:
Missed this earlier.

Why do you think so? Not that I have anything against picking up Teleport or maybe Dimension Door, but curious as to the reason.

I've never seen a Sorcerer above level 10 who didn't have either Teleport or Dimension Door, or something like that. Those spells can save you (us) weeks of walking around in the wilderness, they will place the world wide open at your feet. And they are really useful if you ever need to escape a superior enemy... There's really no reason not to take one of those spells.
 

I just noticed that I hadn't spent my human skill points (and I had forgotten to pay for some skills as cross class) or human bonus feat. So now I have 3 ranks in UMD for a total bonus of +10, and the Enlarge Spell feat, which coupled with the now acquired DDoor makes my total travel distance by spells to 28,520ft per day.
 
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