Recruiting for High Level Gestalt

Just wanted to toss an idea out for everyone, including myself, to gnaw on.

If we're playing an Ascension style game, and that seems to be the case, it's worth pointing out that we ought to design our characters with the idea that one day they will be -gods-. All this half-dragon fiendish dire prawn templates are cool and all...but it might be a little weird for such an alien being to try to attract worshipers. :)

One thing I've been chewing on is the idea of a central theme to the character...like, "If he was a god NOW, what would he be a god OF?" and so on. I figure it might save time down the line.

Just a thought.

On the other hand, it's a lot of fun to see the ideas pour out. :)

Cheers!
 

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Lord Wyrm, am I safe to assume 40 point buy is the final decision? And on the subject of animal companions, should we calculate their hp the same way as is done for characters? And do we just take their stats from the books or are they subject to some form of stat generation?

On a separate note, I'm in need of an opinion or two from anyone willing to advise on a small issue I've come across during character construction. I've decided to go through with the druid/bard build, but I can't decide on an animal companion. The decision I've come down to is either a deinonychus or a brown bear. A brown bear has the feel of a sound choice, but I'm attracted to the deinonychus for the interesting combination it would make with a druid/bard gestalt. Normally I'd take the dienonychus without a second thought, but it feels to have too few HD for it's level -6 classification. Any suggestions?
 

Shayuri said:
One thing I've been chewing on is the idea of a central theme to the character...like, "If he was a god NOW, what would he be a god OF?"

All those poor half-dragon fiendish dire prawns have to pray to someone, right? :p

Seriously though I share your concerns. On a practical level as well as an aesthetic one.

i.e. Gestalt characters gain a pretty significant powerup from increased versatility. Putting a template on the other side of the gestalt is, generally speaking, a stronger power-up.
 

Festy_Dog said:
Normally I'd take the dienonychus without a second thought, but it feels to have too few HD for it's level -6 classification. Any suggestions?

Compared to the Wolf animal companion (arguably the strongest 1st level choice) the Deinonychus companion of a 10th level Druid has 2 fewer HD, and does not gain the Devotion or Multiattack abilities. (of course, Multiattack doesn't help the Wolf anyway...)

However, it's Large (i.e., has reach), has better ability scores, gets five attacks on a full attack, and with Pounce it can make a full attack at the end of a charge.

Seems more than reasonable to me. Especially when you cast Animal Growth. :]
 

A few things:

I think the actions of our characters, more than how they are built, are going to define what kind of gods we are. Starting at tenth level means there is plenty of time to roleplay that.

Level adjust is directly additive to a character, a 4th level Barbarian/wizard gestalt character is not the same thing as a 4th level Barbarian/4th level Wizard normal eighth level character, less hit points, less BAB, less saves. But a 4th level Barbarian/Half-Celestial gestalt IS the same thing as a 4th Barbarian Half celestial eighth level character.

I have seen LA adjust (not including racial hitdice) be multiplied by 1.5 (round down) for Gestalt which I don't think is overly punative considering all the disadvantages for level adjust are removed by gestalt. (ie a Thri-Kreen has 2 racial HD and 2 LA for an ECL of 4, under that system, it would have 2 racial HD and a LA of 3 for an ECL of 5)

I think I am moving away from the thri-kreen, he is too lopsided to really be fun. Currently I am thinking a Dire Feral Fiendish Prawn of Legend, if I could only find the Prawn's ECL.

Seriously though, the Gestalt rules say you should not include hybrid prestige classes, listing the Eldritch Knight, Mystic Theurge and the Arcane trickster as examples, but what about the kind of hybrids like the Bladesinger or the spellsword (which get half spell level advancement)?
 
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Pyrex said:
i.e. Gestalt characters gain a pretty significant powerup from increased versatility. Putting a template on the other side of the gestalt is, generally speaking, a stronger power-up.

A good point. I modified my post on the legendary barbarian above so that Monster of Legend LA +7 is multiplied by 1.5 round down per Wrahn's suggestion and becomes LA +10.
 
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Wrahn said:
Seriously though, the Gestalt rules say you should not include hybrid prestige classes, listing the Eldritch Knight, Mystic Theurge and the Arcane trickster as examples, but what about the kind of hybrids like the Bladesinger or the spellsword (which get half spell level advancement)?

For the gestalt game I ran I un-banned the hybrid classes, but "balanced" PrC's by saying that PrC levels weren't gestalted; only base-class levels.

On another note: I'm pondering the following variant for my Druid/Incarnate:
Druid
The druid might choose to give up her wild shape ability in exchange for becoming a swift and deadly hunter.

Gain
Bonus to Armor Class when unarmored (as monk, including Wisdom bonus to AC), fast movement (as monk), favored enemy (as ranger), swift tracker (as ranger), Track feat (as ranger).

Lose
Armor and shield proficiency, wild shape (all versions).
 


Ok, I got three ideas. I didn't see anything on races so hopefully there won't be any problems.

First: Warforged PW 6 & W. Juggernaunt 4 // Rogue 10

Second: Halfling Rogue 5 & M. Thrower 5 // PW 5 & Invis Blade 5

Third: Dwarven Fighter 6 & Reaping Mauler 4 // Monk 10

I might make changes to the first one.
The second one is good to go (once i submit the build) but I am not aware if anyone submitted a rogue yet.
The third one is still a work in progress, but its a fun one. :]

Let me know if you think anyone of these will fit into the 'God' concept.
Thanks

-Blood
 

Updated Charater sheet, all I need to do now is finalise equipment :)

Talon 'Razorclaw'
Male Winged Feral Human[sblock]
Classes:[sblock]
Lvl 1: Barbarian/Warlock
Lvl 2: Feral/Warlock
Lvl 3: Winged/Warlock
Lvl 4: Winged/Warlock
Lvl 5: Fighter/Warlock
Lvl 6: Fighter/Warlock
Lvl 7: Fighter/Warlock
Lvl 8: Fighter/Warlock
Lvl 9: Pyrokineticist/Warlock
Lvl 10: Pyrokineticist/Warlock[/sblock]
Alignment: Chaotic Good
Deity:
Size: Medium
Type: Humanoid
Base Speed: 50' 70'(Perfect)

Str: 24 (+7) 6 pts +2 levels +4 Belt
Dex: 20 (+5) 10 pts +2 Gloves
Con: 18 (+4) 10 pts
Int: 10 (+0) 6 pts
Wis: 14 (+2) 2 pts
Cha: 14 (+2) 6 pts

HP: 93(1d12 +4d10 +3d6 +2d8 +40 Con)

AC: 29 (10 base, +5 Dex, +6 Nat Arm, +8 Arm)

Saves:
For: 12 (+8 Base +4 Con)
Ref: 10 (+5.14 Base +5 Dex)
Wil: 9 (+7.5 Base +2 Wis)

Init: +9

Base attack bonus: +8/+3 (8.75 Base)

Attacks:
+13 (+8 BAB +5 Dex) Eldricth Blast 5d6
+16/+16 (+8 BAB +7 Str + 1 (WF) Claws 2d6 +2d6(Hand Afire) +2d6(Psionic Fist) +5d6(Hideous Blow) +7(Str) +2(WS)

Skills
Craft(Alchemy) (1 rank)
Concentration 17 (13 ranks +4 Con)
Intimidate 12 (10 ranks +2 Cha)
Knowledge(Psionics) (2 ranks)
Listen 5 (3 ranks +2 Wis)
Survival 5 (3 ranks +2 Wis)
Use Magical Device 15 (13 ranks +2 Cha)

Feats:[sblock]
1st : Wild Talent
1st(b): Psionic Fist
3rd : Empower Spell-Like Ability(Eldritch Blast)
5th(b): Weapon Focus(Claws)
6th : Improved Natural Attack(Claws)
6th(b): Improved Init
8th(b): Weapon Specialisation(Claws)
9th : Maximise Spell-Like Ability(Eldritch Blast)[/sblock]

Equipment:
+3 Mithral Breastplate (+8Arm +5MDB -1ACP 15%SF 15lbs) 13200gp
Belt of Giants Strength(+4) 16000gp
Brooch of Shielding 1500gp
Fingerless Gloves of Dexterity +2 4000gp
Ring of Sustenance 2500gp

Treasure: 11800gp (49000gp)
Weight Carried: 15lbs

Feral Template Abilities[sblock]
+4 Str -2 Dex +2 Con -4 Int +2 Wis
+10' Landspeed
+6 Natural Armour
Claws (1d8)
Improved Grab(Ex)[sblock]If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.[/sblock]
Pounce(Ex)[sblock]When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.[/sblock]
Rake(Ex)[sblock]A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple. A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.[/sblock]
Fast Healing 4
Darkvision 90'
[/sblock]
Winged Template Abilities[sblock]
Flight Speed = Landspeed +20'(Perfect)
+4 Dex +2 Wis
[/sblock]
Pyrokineticist Abilities[sblock]
Fire Lash(Ps)Create a 15' whip of flame (move action) 1d8 damage
Fire Adaption(Ex) +4 save against fire and heat spells and effects Fire Resistance 10
Hand Afire(Ps) Engulf 1 hand in flame (move action) 2d6 damage[/sblock]
Warlock Abilities[sblock]
Eldritch Blast (SU) 5d6
Detect Magic at will
DR 2/Cold Iron
Deceive Item
Fiendish Resilience 1
[/sblock]

Invocations
Least:
Eldritch Spear
Hideous Blow
See the Unseen

Lesser:
Flee the Scene
Walk Unseen
?

Height: 6'2"
Weight: 200 lbs
Eyes:
Hair: Black
Skin: Olive

Appearance:
Talon is an imposing sight to behold whether he's speeding thru the air, like a mighty bird of prey
of racing along the grounds like a charging lion. Due to the magical experimentaion that Talon was
subjected to, Talon whole body was altered into a more basic feral preadatory form, Talon possesses
lethal looking claws on both his hands and feet, bird-like wings sprout from his back, and razor
sharp teeth gleem in his mouth.

Background:
Talon was born into the [insert name] tribe on the mountain steepes of [insert name], during his naming
day ceremony (age 13) his tribe was attacked by the forces of an evil wizard, Talon returned in time to
kill afew of the soldiers and to be captured along with the other surviving children.

What followed next was 4 years of misery and pain, as Talon's body was twisted by the wizards fell magic
as he sought to create the perfect warrior, unlike many of the young one from his tribe Talon survived,
and was ensnared by the Wizards magic and forced to do his bidding, and perpetuate the cylce of misery
and dispair visited upon Talon and his tribe.

After 4 years of forced service, Talons chance at revenge finally appeared, in the form of an adventuring
group who had come to destroy the evil wizards plans, during the fight with the adventurers the enchant
controlling Talons mind was lifted, vowing to end the Wizards misery Talon joined up with the group and
managed to get them deep within the Wizards lair, by pretending to have captured them.

That night Talon fullfilled his sacred vow and duty and ended the life of the evil Wizard.

After 4 years of spreading misery and pain Talon vowed in his heart to hunt down others of the wizards
kind and break the yoke of such ones, and thus he came to join with the brave adventuring party, and
became a scourge to evil and tyranny.[/sblock]
 
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