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Need advice for upcoming Gestalt campaign
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<blockquote data-quote="Jack Simth" data-source="post: 5906314" data-attributes="member: 29252"><p>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.</p><p></p><p>Really? And here I thought <a href="http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloisteredCleric" target="_blank">Lore</a> 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 <a href="http://www.d20srd.org/srd/classes/bard.htm" target="_blank">Bardic</a> 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?</p><p>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.</p><p>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.</p><p>I haven't seen that variant before; where's it located?</p><p>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. </p><p></p><p>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.</p><p>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.</p><p>Err... and what's stopping a Druid from doing this without Gestalt? </p><p>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.</p><p>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, <a href="http://www.d20srd.org/srd/spells/imbueWithSpellAbility.htm" target="_blank">Imbue with Spell Ability</a> 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.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>Don't get me wrong - it's not a <em>bad</em> 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.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 5906314, member: 29252"] 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. Really? And here I thought [url=http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloisteredCleric]Lore[/url] 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 [url=http://www.d20srd.org/srd/classes/bard.htm]Bardic[/url] 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? 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. 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. I haven't seen that variant before; where's it located? 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. 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. Err... and what's stopping a Druid from doing this without Gestalt? 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. 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, [url=http://www.d20srd.org/srd/spells/imbueWithSpellAbility.htm]Imbue with Spell Ability[/url] 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. 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. Don't get me wrong - it's not a [I]bad[/I] 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. [/QUOTE]
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