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Pondering Gestalt -- advice?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2477772" data-attributes="member: 9249"><p>It's not quite as bad as all that-- though you only have to drop one Battle Caster, at 9th level, to get full armor access. </p><p></p><p>Fighter/Warmage has a ton of artillery available, and if they take Arcane Strike they can use it (and/or <em>true strike</em>) to wreak havoc in melee, but they don't have any other options. They don't have skills, they don't have mobility or stealth, and they don't have the utility spells that would make up for these shortcomings.</p><p></p><p>The Fighter/Warmage makes a hell of a hammer, but they're pretty useless when the party's problems aren't nails.</p><p></p><p></p><p></p><p> Wish I could help you-- I use one or two classes each out of a handful of books. At the very least, <em>Expanded Psionics Handbook</em> gives you four different classes (though Psychic Warrior is difficult to work around in Gestalt) to work with.</p><p></p><p> Otherwise, my additional classes are the Artificer from the <em>Eberron Campaign Setting</em>, the Noble from the <em>Dragonlance Campaign Setting</em>, the Hexblade from <em>Complete Warrior</em>, the Warmage from <em>Complete Arcane</em>, the Scout from <em>Complete Adventurer</em>, and the Shugenja and Favored Soul from <em>Complete Divine</em>. (I nix Psychic Warrior and Paladin to bring the total to 20.)</p><p></p><p> In games where it is appropriate, I'll add Mechanist and Pilot from the <em>Starfarer's Handbook</em>, and I'm seriously trying to locate some kind of non-magical healer/doctor class. I may end up putting one together out of bits and pieces of <em>d20 Modern</em>, or trying to modify Mechanist or the Tech Specialist from <em>Star Wars Revised</em> to fit the bill.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2477772, member: 9249"] It's not quite as bad as all that-- though you only have to drop one Battle Caster, at 9th level, to get full armor access. Fighter/Warmage has a ton of artillery available, and if they take Arcane Strike they can use it (and/or [i]true strike[/i]) to wreak havoc in melee, but they don't have any other options. They don't have skills, they don't have mobility or stealth, and they don't have the utility spells that would make up for these shortcomings. The Fighter/Warmage makes a hell of a hammer, but they're pretty useless when the party's problems aren't nails. Wish I could help you-- I use one or two classes each out of a handful of books. At the very least, [i]Expanded Psionics Handbook[/i] gives you four different classes (though Psychic Warrior is difficult to work around in Gestalt) to work with. Otherwise, my additional classes are the Artificer from the [i]Eberron Campaign Setting[/i], the Noble from the [i]Dragonlance Campaign Setting[/i], the Hexblade from [i]Complete Warrior[/i], the Warmage from [i]Complete Arcane[/i], the Scout from [i]Complete Adventurer[/i], and the Shugenja and Favored Soul from [i]Complete Divine[/i]. (I nix Psychic Warrior and Paladin to bring the total to 20.) In games where it is appropriate, I'll add Mechanist and Pilot from the [i]Starfarer's Handbook[/i], and I'm seriously trying to locate some kind of non-magical healer/doctor class. I may end up putting one together out of bits and pieces of [i]d20 Modern[/i], or trying to modify Mechanist or the Tech Specialist from [i]Star Wars Revised[/i] to fit the bill. [/QUOTE]
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