Warforged and Gestalt

Viktyr Gehrig

First Post
In my games, I use the Gestalt rules, and I replace each race's Favored Class with a Favored Gestalt, emphasizing two different aspects of the race-- for instance, Elves' FC: Wizard becomes FG: Ranger/Wizard and Dwarves' FC: Fighter becomes FG: Fighter/Expert (heavily upgunned for PC status).

With that in mind, what would you expand the Warforged's Favored Class to?

Currently, I am leaning either toward Fighter/Artificer, to allow self-maintenance and a kind of "Construct insight", or Fighter/Warmage, to further emphasize their abilities as magically-constructed war engines.

Does anyone have any better ideas? What class would you say best reflects the nature of the Warforged?
 

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I'd go fighter/Warmage and add in some repair spells for them.

On a side not would you allow the feats from Complete Adventurer like Ascetic Hunter?
 

Crothian said:
On a side note would you allow the feats from Complete Adventurer like Ascetic Hunter?

I'm thinking about it. I'll have to look them over some more-- I do not like how some of their effects work, especially things like the Ascetic Mage, which reduces the Monk's MAD and gives the Monk/Sorceror another reason to stick to boosting his Charisma.

As it stands, we only have one party member in my current game who would qualify for any of these feats-- a Monk/Sorceror, which is why I've given Ascetic Mage more thought than the others.
 

I don't think these feats are justified in a gestalt game. They're a patch for multiclassing-induced weakness, something that doesn't exist in gestalt (as long, at least, as you stick to two gestalted classes and do not multiclass further away).
 

simply remove any of the staking abilties like ranger levels counting for monk unarmed damage then the feats represent the fluid combination of classes whisch is what gestalt is all about, the paladin/bard one might have to be tweaked since until you have that feat you cant advance as both classes

i vote for artificer/fighter being favored
 

Gez said:
I don't think these feats are justified in a gestalt game. They're a patch for multiclassing-induced weakness, something that doesn't exist in gestalt (as long, at least, as you stick to two gestalted classes and do not multiclass further away).

I agree but the combos they offer are cool from a role playing stand point and while they offer some good power the class combos are not the best to really take advantage of what Gestalt has to offer.
 

The more I think about it, the more I think that Fighter/Warmage is the way to go; thus, the Warforged is a terrifying war implement on the battlefield, but like all field artillery, is heavily dependent on the skills of the army's techs-- Artificers.

The fact that their stats are a little suboptimal for Warmage, and if they have Adamantine Body, they need two feats to get rid of ASF, makes them better in my opinion. The Favored Gestalt should always be a little suboptimal.
 


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