Jack Simth
First Post
Oh, it can be that way - but consider: If you're wading into melee, you're not using many, if any, of those offensive spells you prepared. If you're standing there and Spelling opponents' doom, then you're not making much use of all those buffs you've cast. It's a build with two sides that both require the use of your actions. The Druid//Cleric is a little better than a pure Druid, and a little better than a pure Cleric, but other combinations will do much better.Action economy- It seems I misunderstood the concept. This action economy can't be interpreted as buff spells casted before combat and offensive spells casted during combat? Also, my main thought was buff and go wild shape during battle.
Really? And here I thought Lore said "This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level. ", with Bardic Knowledge including the lines "relevant information about local notable people, legendary items, or noteworthy places" and "A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function." - monsters are not on the list of things that Bardic Knowledge says it can identify, and Magic Items are a fairly explicitly not identified. Where are you getting this?Additionally, this build could identify almost every monster and magic item (lore).
Ah... they overlap a lot in function, if not in spell name, for a really, really long time. Summon Nature's Ally and Summon Monster, for instance, are really little more than variants of the same thing. Both get most of the Cure line (although after Cure Light, Druids are delayed a spell level in that regard), both get Wind Walk, Freedom of Movement, Death Ward, Heal, and quite a few others. There's a lot of overlap between the two.It's true that the core spell lists overlap a lot on the early levels,
And yet, most of them still have comperable functions; many of them even overlap in bonus types, and somehow I doubt you're going to be using Phantom Stag at the same time as Wind Walk, for instance.but at high levels and using spell compendium, they have a lot of different spells.
I haven't seen that variant before; where's it located?If you still think that the spell lists do not mesh well, give up a domain and take the divine magician alternative class, so you get all spells from druid, cleric and abjuration/divination/necromancy arcane spells.
I did note that the build will do fairly well in endurance runs when I first disagreed with you. That was "(that one will do well in endurance runs)" - simply because you've got a rather lot of spells. But most Gestalt builds have more endurance to a goodly degree, to the point where it's actually mentioned in the Gestalt rules themselves.You can say that the pure cleric and pure druid are on pair with this king of gestalt. This can be true to an isolated fight only. As the number of encounters happen during the day, you will see the difference.
And I didn't say they're on par - I said they're only a little over the pure Druid or the pure Cleric. For simple combinations like that, you've got three of five relevant guidelines down. It's a little over a strong tier-1 class, so it's not a creampuff by any means, but you can do better; it's hardly a king of gestalt.
So can a normal Cloistered Cleric. So can a normal Druid. You're a little above either class without Gestalt, but not by all that much.Cleric are the most versatile of the classes and druid is one of the most powerful classes ever. They cover all the bases, can be the skillful monkey, the buffer, the big stupid fighter, the heal bot, control the battle field, blaster.
Err... and what's stopping a Druid from doing this without Gestalt?The druid has a lot of buffs that makes cleric awesome: take a monk's belt and cast owl's insight and you would not be touched, your magic would be irresistible.
Again, you can do this without Gestalt. It's not actually all that hard to get domain access for a Druid (and Clerics can do this complete trick natively). A one level dip in any of a number of PrC's will do it, and then Domain Draughts or certain spells can change the domain.Out of combat you can cast substitute domain and change your domain to Spell, cast Contingency to save your neck when things get bad, both spells lasts for days.
Err... Share Spells in one-way. You can have spells that you cast that affect you also affect your animal companion, but it doesn't work the other way around. Additionally, Imbue with Spell Ability caps off at 2nd level spells, and when it comes to your animal companion, it's got some severe limitations: "To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus. " - oh yes, and "Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred" via Imbue with Spell Ability, which severely limits the buff spells you can use.You can use venom in you arrows. The spell Imbue with Spell Ability can give your animal companion the short buffs to cast (that will affect you and the animal) while you control the battle field.
It's a handy spell, and lets you give some emergency healing to a fellow player, but... ah... I don't really see it as that grand of a spell, myself.
The thing is, most of the tricks you mention can be done by either base class alone with only a small amount of build work and/or item selection.There are too many spells that make this combination very strong. But I admit that keep track of all this spells can be boring...![]()
Don't get me wrong - it's not a bad gestalt combination - you're slightly stronger than two fairly powerful classes, so you won't feel left out of the game if you make reasonable decisions - but you really can do much better.