Starting a Gestalt Campaign.

Wow. I expected this to die off after Zurai chimed in. Thanks a million everyone.

Rhun: I'll watch for combos that use just one stat or MAD; thanks for the heads up.

Nordic: What you're saying about the IUD issue seems to be opposite of what UA says. It says identical class abilities accrue at the rate of the faster class. I honestly don't care too much though; almost all of my players try to min-max their characters, and getting a certain class ability a level or two in advance probably won't change much.
I didn't think much about making the tank of the party weaker. There are five people in the group, and two or three of them already have builds in mind that should tank pretty well, so I don't think it'll change much. Thanks for the info though.

Tallarn: It's good to hear first hand it's not a super-powerful variant. Them choosing levels in fighter or rogue for their second slot is kinda what I had in mind: Three already plan on having a rogue, a fighter, and a barb for their second slot.

Blargney: If I find out that they are kicking too much ass, I'll try the 2-slot PrC thing. Thanks for the tip.

Loganic: I like the idea of Gestalt being a LA, but as it is, they are all starting out at 4th level already, as well as being a +1 or +2 LA race if they'd like, so it would cut out all the fun of being lowish level for a little while.
I didn't think about the other primary classes in the splat books. I think that's a good idea; hopefully they can find some fun combos.
Good advice with the clerics. Two players plan on being clerics though, and I'm toying with the idea of giving them a lower-level NPC cleric tag-along to heal them outside of combat. Healing shouldn't pose too big of a problem in this campaign.
I wanted them to all have spellcasting classes for both versatility and so their class-combos wouldn't be too out of wack with each other. A Fighter/Rogue vs a Sorc/Wizard is going to be just as bad as a fighter vs a wizard, which is what I'm trying to get away from. I don't think I will force them to take sneaky/skill classes for their second slot, but I imagine at least one or two will choose one anyways. Thanks for the help.



So all this talk about BAB has got me slightly confused again. Here is a few questions:

Let's say one Players has a Medium BAB class and a Low BAB Class. Unless they take a PrC or multiclass, their BAB should stay Medium throughout, correct? Working off of that, if they take a PrC with a Good BAB, what would happen then? Let's say they are Medium BAB 5/PrC Good BAB 1. Would they have a BAB of +4? How about Medium BAB 10/Good BAB 7? Would that be +14/+9?

To complicate matters further, I was thinking about using the fractional BAB rules in the UA, seeing as how some characters may end up with 3 or more classes. Would that work the same as they list it in the UA, execpt just using the better BA of the two base classes to start with?

Thanks again for all the help everyone.
 

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The simplest way to resolve BAB confusion is to add up the BAB for each side of the gestalt and compare the results. Take the higher. Example:

Fighter 4/Druid 4/Wizard 4/Bard 4/Barbarian 4//Cleric 20

BAB: 4+3+2+3+4= 16 // 15

BAB would be 16.
 



King-Panda said:
Nordic: What you're saying about the IUD issue seems to be opposite of what UA says. It says identical class abilities accrue at the rate of the faster class.

Only if you consider uncanny dodge an ability that has a rate of advancement... There is the one improved version and some classes only get the lower version, I don't really see it as having a progression as meant in that ruling. Getting "double" unc.dodge turns the later gained into the improved version, that also implies that in gestalt you get it quicker.
 

Just remember that with LA races, the LA goes on both sides of the gestalt. So if one of your players picks a LA +2 race, their character is going to be level 2 // 2
 

loganic said:
The campaign I'm currently in, treats gestalt characters as having an LA of +3, and it works fairly well.

That seems to tie in very well with classes like Mystic Theurge, but isn't it a bit too generous at LA +3? After all, a Wiz // Cl unlike a Wiz / Cl / MT will be getting D8 HP, Turn Undead, familiar enhancement, bonus feats and more. Compare a Wiz 3 / Cl 3 / MT 14 (yes, I know it should be Wiz 3 / Cl 3 / MT 10 / Wiz or Cl +4) to a Wiz 17 // Cl 17.

LA +5 or even +6 seems rather more reasonable.
 

Nordic:I can see what your saying, but Evasion is another example that would make me believe class abilities such as these wouldn't stack. A Monk gets E at 2nd level and Imp. E at 9th. A rogue gets E at 2nd and Imp. E at 10th (at the earliest as a rogue ability). I don't think a 2nd level character (gestalt or not) should ever have Imp E at 2nd level. E works the same as UD, so I'm going to rule they don't stack.
 
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Alright, new question concerning a gestalt Sorc/Wiz. If he specializes as a wizard, could he cast spells from his prohibited school as a Sorceror?
 

Quartz said:
That seems to tie in very well with classes like Mystic Theurge, but isn't it a bit too generous at LA +3?
The best analysis I saw here had LA +1 from levels 1-5, +2 from levels 6-14, and +3 at levels 15+.

But that should be irrelevant -- you shouldn't mix Gestalt and non-Gestalt PCs in the same party, so Gestalt LA shouldn't matter.

Cheers, -- N
 

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