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Gestalt Rules

Herobizkit said:
Naturally, some combinations are most effective than others, but they all pack more of a punch than your standard characters. Keep this in mind when you're running standard modules or pre-gen adventures.
They don't all pack more of a punch than standard characters. Curiously, many of them pack exactly as much punch as normal characters - they're simply more durable.

Consider the Wizard//Ranger-5. When he's playing as a Wizard, touch attacks are a little easier (+3 BAB), but the biggest bonus is the hp and saves... which don't pack a punch so much as let him continue longer. When he's playing as a Ranger, the biggest bonus is Wizard buff spells (such as Mage Armor, Magic Weapon, or Cat's Grace).... most of which a ranger could get from a Wizard in the party before combat anyway ... and most of the personal ones are short enough duration that, either way, it costs an action when it matters.
 

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It all depends on how long the campaign is going to progress.

Many spells are self-only because they assume that the caster is a squishy robe wearer. Those same spells on a gestalt character become unbalanced very quickly.

By 15th level, gestalt characters tend to be god-like, in my experience. 20th level? forget-about-it!
 

Bumamgar said:
It all depends on how long the campaign is going to progress.

Many spells are self-only because they assume that the caster is a squishy robe wearer. Those same spells on a gestalt character become unbalanced very quickly.

By 15th level, gestalt characters tend to be god-like, in my experience. 20th level? forget-about-it!
By 15th level, full casters built with an eye towards power tend to be god-like, in my experience. 20th level? forget-about-it!

Built well, Gestalt primarily makes Full Casters less squishy, gives the casters a backup plan for when magic isn't usable, and turns everyone else into Full Casters (yes, in Gestalt, I actually define "built well" as including putting a Full Caster of some flavor on one side).
 

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