Viridian Plague OOC

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It appears that way, unfortunately. Whinoah can go melee (she did once, to great effect oddly enough), but isn't exactly built for it long term.
 

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Keia said:
Party Dynamics Question: Is M'ress now the sole melee fighter currently? The reason I'm asking is that I had intended to take her Animist the next level to get back in touch - however, it seems rather apparent that I need to go gladiator as it currently stands.
Animist gives full BAB too, so I say you should pick the better choice for flavour :p Based on how you guys will be leveling up in character (the actual XP comes when you guys rest before the statue in the shrine where heroes pray for guidance from the spirits, and you surely need rest soon), Animist would seem to fit. You also have Slagg for melee too, and he's pretty good until he gets smashed up due to low AC for a frontliner :)
 

Gonna stick with my class, though I think my new spell was lost in the crash :(

I remember the basics: med range, swift action, save or become flat-footed, 3rd level (2nd lvl bard). Guess I should write it up again.
 

Keia said:
Party Dynamics Question: Is M'ress now the sole melee fighter currently? The reason I'm asking is that I had intended to take her Animist the next level to get back in touch - however, it seems rather apparent that I need to go gladiator as it currently stands.
Also, even from a min/max perspective, unless you also plan to take level 7 in Gladiator to get the groovy DR 1/-, level 6 of Gladiator is mostly inferior to level 2 of Animist. Both give +1 BAB, +1 to all saves, and a Bonus Feat, but in exchange for a drop from d12 to d8 hit dice (a loss of 2 or 3 HP on average with my roll or take half if the roll is low method for HP) you get more magic, more caster level, and Karmic Retribution, which is a nice boost.

The real question from a mechanics perspective would be what to take after Animist2. Animist3 gives +1 BAB, level 2 spells, and Nature's Avatar whereas level 6 Gladiator, as before, gives +1 BAB, +1 to all saves, Bonus Feat, and d12 HD. I wonder what you'll spend the feat on? With all this Fighting Defensively, maybe a little Combat Expertise? :D
 

Erekose13 said:
Gonna stick with my class, though I think my new spell was lost in the crash :(

I remember the basics: med range, swift action, save or become flat-footed, 3rd level (2nd lvl bard). Guess I should write it up again.
Yup, I remember. It's a nice spell. Balanced and highly useful for the solo EI, and very powerful indeed with multiple Rogues in the party :]
 

After the next level . . . likely going with whichever one I don't take initially, unless roleplaying leads me in another direction. The boost of having +1 to all saves twice in two levels is appealing. However, if I go Aminist, which I likely will, there will be some serious appeal to go animist again for the higher level of spells.
 

Keia said:
After the next level . . . likely going with whichever one I don't take initially, unless roleplaying leads me in another direction. The boost of having +1 to all saves twice in two levels is appealing. However, if I go Aminist, which I likely will, there will be some serious appeal to go animist again for the higher level of spells.
I'm just happy that there appears to be balanced choices at each level, even for unusual multiclass combinations like Gladiator5/Animist1 :D
 

Well . . . I do prefer Marksman/Arcanist to Gladiator/Animist, but the story for that combo fits, does it not? :) ;)

And, yes, you've done a great job balancing these so far as I've analyzed. I've even tossed around using them for my next f-t-f campaign . . . though building all of the bad guys would be a big bother.
 

Keia said:
Well . . . I do prefer Marksman/Arcanist to Gladiator/Animist, but the story for that combo fits, does it not? :) ;)

And, yes, you've done a great job balancing these so far as I've analyzed. I've even tossed around using them for my next f-t-f campaign . . . though building all of the bad guys would be a big bother.
I agree that the story fits very nicely--and heck, the mechanics even fit pretty nicely to make a composite whole. It just isn't something I was thinking about as a common multiclass (I did take a look at common multiclasses when I made this to check for balance in cherrypicking vs all-out commitment)

If anyone other than me actually used these classes in their game, I think it would be the ultimate compliment :D

As for baddies, there's an easy way around this--in my worlds, these aren't the only classes available. The normal PH PC classes are used by many NPCs as NPC classes are in standard D&D, and the truly unfortunate are stuck with normal DMG NPC classes. The people with the gestalted classes are special. And of course normal monsters don't have these classes either unless you want to add them. So that weak shaman trainee that Trayah encountered may not have the Shaman class. He may only be a Cleric or Adept, too weak to even see the Spirits except in glimpses. That said, I have some pretty special baddies cooked up for you guys, especially in Viridian Plague. When I gave a one-sentence summary of this adventure to my little brother, his appraisal was "Holy :):):):), they're all dead." And he wasn't talking about the kiddie stuff that you've been fighting so far :] Bwahahahahahaha!
 

Have you gotten a general feel of what the appropriate ECL is for a matchup of a group of your gestalts . . . I was thinking 2 CR's higher. Is that about right?
 

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