Recruiting for High Level Gestalt

Lord_Raven88 said:
Thats true but he still has a least one other claw attack at 2d6 +2d6(Hands Afire)+9, not to mention the 2 free attacks when he pounces and rakes at 2d6+9. So hopefully it'll all add up

Er, no. If you do a Hideous Blow, that's the only attack you get. Activating the power and making the attack is a Standard Action.

If you take a Full Attack action (to get the pounce -> claw/claw/rake/rake) you don't get to add the Hideous Blow to any of them.

That being said, when you only get to make one attack, Hideous Blow is darned good.

Also:

--> Keep in mind that you have to expend your Psionic Focus to get the extra 2d6 from Psionic Fist, and the extra damage only applies to one attack.

--> Hands Afire only works on one of your attacks, not your whole attack sequence.
 
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Feral template... the most broken +1 LA out there. Nice choice, although neither it nor the winged template are in his list of allowed books, so you'd better run it by him.
 
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Pyrex said:
Warlock is 3/4 BaB, right?

Assuming that, and assuming we'll be using fractional-advancement for BaB and Saves your bab will be:

L1 -> L5: +1 x5 == +5
L6 -> L10: +0.75 x5 == +3.75

BaB == +8

IDHMBIFOM, so I can't help you with the Saves right now...
Thanks for that :D btw what does IDHMBIFOM (I don't have my books in front of me perhaps :confused: )
 

Pyrex said:
Er, no. If you do a Hideous Blow, that's the only attack you get. Activating the power and making the attack is a Standard Action.

If you take a Full Attack action (to get the pounce -> claw/claw/rake/rake) you don't get to add the Hideous Blow to any of them.

That being said, when you only get to make one attack, Hideous Blow is darned good.
Thanks for that, that clarifies things for me.

Also:

--> Keep in mind that you have to expend your Psionic Focus to get the extra 2d6 from Psionic Fist, and the extra damage only applies to one attack.
Very true

--> Hands Afire only works on one of your attacks, not your whole attack sequence.
For some reason I thought you could activate Hands Afire on one hand as a move action and then upon your other hand as another move action.

As you say Talon can either go for one really lethal claw attack(2d6+2d6[HAf]+2d6[PsiFist]+5d6[HidBlow]+9= 20-75pts of dmg or 47 avg dmg), or he can pounce and be even more lethal (C1:2d6+2d6[HAf]+2d6[PsiFist]+9, C2:2d6+9x3 46-96 pts dmg or 78 avg if all attacks hit) but have to make 4 attacks instead of one.

Either way I'm happy with the concept which I've been kicking around for a while. :cool:
 

Lord_Raven88 said:
Thanks for that :D btw what does IDHMBIFOM (I don't have my books in front of me perhaps :confused: )

Got it in one. :)

Lord_Raven88 said:
For some reason I thought you could activate Hands Afire on one hand as a move action and then upon your other hand as another move action.
The rules are silent on that. It'd be up to our DM.

Lord_Raven88 said:
As you say Talon can either go for one really lethal claw attack(2d6+2d6[HAf]+2d6[PsiFist]+5d6[HidBlow]+9= 20-75pts of dmg or 47 avg dmg), or he can pounce and be even more lethal (C1:2d6+2d6[HAf]+2d6[PsiFist]+9, C2:2d6+9x3 46-96 pts dmg or 78 avg if all attacks hit) but have to make 4 attacks instead of one.

Yup, and you only get all four attacks when you can Pounce, which IME* is about every third round or so.

*We had a were-tiger in a previous tabletop game who loved to pounce. Given the melee-combat-clustering that tends to happen, arranging a charge/pounce mid-combat just can't be done every round.
 
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Pyrex said:
Yup, and you only get all four attacks when you can Pounce, which IME* is about every third round or so.

*We had a were-tiger in a previous tabletop game who loved to pounce. Given the melee-combat-clustering that tends to happen, arranging a charge/pounce mid-combat just can't be done every round.
I wonder if Talons ability to fly might increase his ability to pounce, I guess it would depend on the enviroment to an extent
 

Okay, this thing of adding templates/LA to one side of the gestalt and the other remaining solely class has me curious about some things. Hopefully you all can set me straight on these things.

For example, let's say I want to do a half-fiend/drow fighter/warlock. I want to maximize casting level and all that, so I put the template and LA on the fighter side, like so:

Half-Field (LA) / Warlock 1
Half-Field (LA) / Warlock 2
Half-Field (LA) / Warlock 3
Half-Field (LA) / Warlock 4
Drow (LA) / Warlock 5
Drow (LA) / Warlock 6
Drow (racial/class) Fighter 1 / Warlock 7
Fighter 2 / Warlock 8
Fighter 3 / Warlock 9
Fighter 4 / Warlock 10

Now, I'm curious about how this will pan out overall:

1) Hit Dice: Is this character going to have 4 HD from classes, or 10 HD?

2) Saves: Do I compare the base saves from Fighter 4 against Warlock 10?

3) BAB: Same as saves -- am I comparing the BAB of Fighter 4 against Warlock 10?

4) Miscellaneous stuff: what other fluctuations, aside from the aforementioned in the previous three questions, should I expect out of a build like this?
 

Since he has Perfect maneuverability, yes, but he would have to sacrifice attacks do do so:

Rnd 1: Charge/Pounce
Rnd 2: Withdraw
or
Rnd 2: Make one attack & move away, taking an AOO.
Rnd 3: Charge/Pounce

vs:
Rnd 1: Charge/Pounce
Rnd 2: Full Atk
Rnd 3: Full Atk
 

Azaar said:
Okay, this thing of adding templates/LA to one side of the gestalt and the other remaining solely class has me curious about some things. Hopefully you all can set me straight on these things.

For example, let's say I want to do a half-fiend/drow fighter/warlock. I want to maximize casting level and all that, so I put the template and LA on the fighter side, like so:

Half-Field (LA) / Warlock 1
Half-Field (LA) / Warlock 2
Half-Field (LA) / Warlock 3
Half-Field (LA) / Warlock 4
Drow (LA) / Warlock 5
Drow (LA) / Warlock 6
Drow (racial/class) Fighter 1 / Warlock 7
Fighter 2 / Warlock 8
Fighter 3 / Warlock 9
Fighter 4 / Warlock 10

Now, I'm curious about how this will pan out overall:

1) Hit Dice: Is this character going to have 4 HD from classes, or 10 HD?

10hd
Azaar said:
2) Saves: Do I compare the base saves from Fighter 4 against Warlock 10?
3) BAB: Same as saves -- am I comparing the BAB of Fighter 4 against Warlock 10?

No. You compare how much BaB/Saves each class would give you at each level and take the best.

For your first four levels, Half-Fiend contributes BaB of +0/lvl and Warlock contributes BaB of +0.75/level, so at L4 you have BaB of 3.

At level 6 you have a BaB of 4.5 which rounds down to 4.

At level 7 you take the better of Ftr (+1/lvl) or Warlock (+0.75/lvl) and increase your BaB to 5.5, which rounds down to 5.

You do the same for levels 8-10 ending with a BaB of 8.5.

With Saves, you either get 0.5/lvl (for good saves) or .33r/lvl (for bad saves) with a +1.5 bonus the first time you get a 0.5 for that save.

Azaar said:
4) Miscellaneous stuff: what other fluctuations, aside from the aforementioned in the previous three questions, should I expect out of a build like this?
Just your basic stacked-template power... ;)
 
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Example for Saves

Hopefully this'll clear things up a bit:

Code:
                     BaB      Fort Save      Will Save
Ftr / Half Fiend  (+1 / 0)   (+2   / +0)    (+0.33 / +0)
Ftr / Half Fiend  (+1 / 0)   (+0.5 / +0)    (+0.33 / +0)
Ftr / Half Fiend  (+1 / 0)   (+0.5 / +0)    (+0.33 / +0)
Ftr / Half Fiend  (+1 / 0)   (+0.5 / +0)    (+0.33 / +0)
Ftr / Cleric      (+1 / .75) (+0.5 / +0.5)  (+0.33 / +2)
Ftr / Cleric      (+1 / .75) (+0.5 / +0.5)  (+0.33 / +0.5)

So at the end you've got BaB +6, Fort +4.5 and Will 3.82

Everything rounds-down, so you get BaB +6, Fort +4 and Will +3
 

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