1 player gestalt game?

Post/Author/DateTimePost
#1

weareus

Mar 16, 2009 20:20:42
does anyone have any advice on what classes i should gestalt for a game where i am the only player.
i have access to all books except those from campaign settings. ability scores are as yet unrolled.
right now i am thinking a air goblin (UA) warlock/binder/sorcerer. this game will probably be around level 7-9, so i'm thinking gestalt warlock9/binder1/sorcerer8 eventually going into hellfire warlock. i can max out my UMD for healing wands/scrolls, and can focus my sorcerer's spells known on save-or-die to shore up the warlock's weakness, plus i can use wands/scrolls of most arcane spells. for my binder's vestige, i would have naberius. what do you guys think?
#2

arogenith

Mar 16, 2009 21:04:09
if you like casters and don't need super OP, get a few levels of sorcerer, a few levels of favoured soul, 1 of druid and 1 of rogue, then 10 fochlucan lyrist and 10 thaumaturgest(?) wow, cannot remember the name, but it was a class that got +1 arcane and divine casting class/level, that way you'll get +20 divine and arcane CL over 10 levels, get epic spells for both divine and arcane, use DMM or just MM, depending on what floats your boat, if you like druid spells or just don't care much for the spontanious casting of divine magic, drop favoured soul, but its worth it IMO for the large amount of spells/day, and combining the spell lists should give you access to at least 1 spell for everything you wanna do. Tons of personal buffs and shapechange or whatever you want if you need melee combat worth, though I'd go leadership and get some cohorts, if you can go abjurant champion 5 & make your cohort(s) a kensai, utilize the BAB = CL trick

once again, not optimized, but would be fun and convenient as hell
#3

Endarire

Mar 16, 2009 21:19:11
Human Factotum1/Artificer5-7/Warblade1/ArtificerX//Martial Conjurer3/Master Conjurer2/Incantatrix10/ArchmageX/FatespinnerX

You get all skills as class with Able Learner, can make any item you need, can sneak and disarm traps, and get leet shape-altering forms and crowd controlling fun, all in one INT-loving package! You also get Moment of Perfect Mind, preventing you from being screwed with a natural 1 on a Will save!

Failing that, consider Human Factotum1/Cloistered Cleric3/Church Inquisitor2/CC+2-4/Warblade1/CC+0-2/Contemplative+6/CC+4//Druid9/Whirling Frenzy Pouncin' Barbarian1/Druid+10. You're more focused on WIS and have more HP and higher saves than the above INT build.
#4

keyes2k4

Mar 17, 2009 10:20:39
Warlock 20//Dragonfire Adept 20

By 6th level you'll be flying at your movement speed with perfect maneuverabilty, invisible, and with damage options, as well as +2 natural armor and DR vs magic and cold iron.
#5

doombubble

Mar 17, 2009 12:31:41
I feel like someone calling into a radio show, but.. Longtime reader, first time poster.

I recently got roped into the exact same situation, and went with a Druid/Wizard combination on a whim. It seems, at least at first glance to be promising, in that I will have a lot of utility and spell power. I'm following the standard Druid Feat Progression at the moment (Spell Focus and Aug. Summoning).

I'm curious if anyone has any thoughts on whether this combination will work as well as it appears, in the long run?
#6

madgryphon

Mar 17, 2009 13:15:48
It always sounded fun to me to play a Warlock/Binder. Good CHA synergy, but far from optimized. Still, endurance will be there, so no need to stop like your enemies would.
#7

phaedrusxy

Mar 17, 2009 13:18:03
I'd definitely want to be sneaky, too, as there are a lot of situations where you'd be better off to sneak past or slink off quietly, as a solo character. With the perma-invisibility and flight of warlock, you could do that for sure. Just don't forget to include it. :D
#8

ozgun

Mar 17, 2009 13:18:51
I feel like someone calling into a radio show, but.. Longtime reader, first time poster.

I recently got roped into the exact same situation, and went with a Druid/Wizard combination on a whim. It seems, at least at first glance to be promising, in that I will have a lot of utility and spell power. I'm following the standard Druid Feat Progression at the moment (Spell Focus and Aug. Summoning).

I'm curious if anyone has any thoughts on whether this combination will work as well as it appears, in the long run?

Nothing like a bear disintegrating :p
#9

robbypants

Mar 17, 2009 13:49:19
icannot remember the name, but it was a class that got +1 arcane and divine casting class/level

You're thinking of the Mystic Theruge, but you cannot take dual class progression PrCs with gestalt characters.
#10

arogenith

Mar 17, 2009 13:50:50
I feel like someone calling into a radio show, but.. Longtime reader, first time poster.

I recently got roped into the exact same situation, and went with a Druid/Wizard combination on a whim. It seems, at least at first glance to be promising, in that I will have a lot of utility and spell power. I'm following the standard Druid Feat Progression at the moment (Spell Focus and Aug. Summoning).

I'm curious if anyone has any thoughts on whether this combination will work as well as it appears, in the long run?

I actually already did mention this. Instead of wizard, I'd suggest bard, but its not required, get 1 level of rogue and folchulcan lyrist it up (I can not remember how to spell it for the life of me. Complete Adventurer? Basically, full BAB, full CL for a divine AND arcane casting classes (1 of each), and druid oaths are relaxed, i.e. metal armor. Oh, and no more multiclassing xp-penalties, thats a nice little addition. Grab another class with full CL of 2 classes and you're set. Throw bonus levels into whatever you want
#11

pyro_azer

Mar 17, 2009 14:02:26
if you like casters and don't need super OP, get a few levels of sorcerer, a few levels of favoured soul, 1 of druid and 1 of rogue, then 10 fochlucan lyrist and 10 thaumaturgest(?) wow, cannot remember the name, but it was a class that got +1 arcane and divine casting class/level, that way you'll get +20 divine and arcane CL over 10 levels, get epic spells for both divine and arcane, use DMM or just MM, depending on what floats your boat, if you like druid spells or just don't care much for the spontanious casting of divine magic, drop favoured soul, but its worth it IMO for the large amount of spells/day, and combining the spell lists should give you access to at least 1 spell for everything you wanna do. Tons of personal buffs and shapechange or whatever you want if you need melee combat worth, though I'd go leadership and get some cohorts, if you can go abjurant champion 5 & make your cohort(s) a kensai, utilize the BAB = CL trick

once again, not optimized, but would be fun and convenient as hell

Unless i misread something you can only have one prc at a time with gestalt.
#12

phaedrusxy

Mar 17, 2009 14:04:58
I doubt most DMs would allow Fochluclan Lyricist, either, as it is a duel progression PrC.
#13

arogenith

Mar 17, 2009 15:06:42
wow, I don't remember reading that, but I figured it'd be a little way too powerful. Well you could always just go barbarian 10 frenzied beserker 10, bear warrior 10, war hulk 10. I know it has nothing to do with what you wanted, but you can fight all day assuming you got the potions to heal up afterwards, no need to worry about max amount of spell slots XD

Wait, 1 PrC at a time? then 20 barbarian and drop one of the above classes
#14

idontmuchcareforit

Mar 17, 2009 18:38:01
Warhulk is probably the best class anyone could take in gestalt for melee. +10BAB and +20 str... Pretty broken... I would ban it.
#15

Endarire

Mar 17, 2009 21:03:53
idont: Instead of a Warhulk, you could instead advance Wizard casting and get polymorph for even greater effects in some areas!
#16

sofawall

Mar 17, 2009 22:41:28
Warhulk//Wizard?
#17

karmme

Mar 17, 2009 22:57:21
I would go with

Factotum 20//Warblade 20

http://forums.gleemax.com/showthread.php?t=952620

It looks pretty good to me

Druid 20//Crusader 3/Cleric 7/Ruby Knight Vindicator 10 might be cool.

I would love to play a solo gestalt game!
#18

weareus

Mar 19, 2009 7:04:59
thank you for all the ideas. @idontmuchcareforit, i'm not familiar with the Warhulk. what book is it in?

is there any official ruling on whether i could do something like a warlock17/HF warlock 3/Binder 1/devil bloodline 19? as far as i can tell from the bloodline rules you can take as many levels of bloodline as you want, which would all stack with HF warlock to determine hellfire blast damage. so 19+3=22*2d6=44d6 from hellfire blast, have naberius with the one level of binder, use feats and items (chasuble of fell power, greater) to increase damage more. as far as i can estimate, at 20th it would be 44d6 (HF blast)+9d6 (eldritch blast)+4d6 (from psionic shot and greater psionic shot)+2d6 (greater chasuble of fell power)=59d6. with mortalbane and warlock's scepter and gloves of eldritch admixture you could get 59d6+4d6 (gloves, elemental damage)+2d6 (mortalbane, 5/day)+4d6 (warlock scepter)=69d6 on special occasions. take the leadership for a (possibly gestalt) cleric/rogue or druid rogue for sneaking and healing/buffing. UMD for arcane magic items, if the cohort was a druid/rogue, you could make the animal companion be the party's tank.
#19

phaedrusxy

Mar 19, 2009 10:52:09
The most you can take is a major bloodline, which is 3 levels. Now I guess you could take a bunch of different bloodlines. If your DM allows that... frankly he's crazy. :D
#20

snex

Mar 19, 2009 10:57:14
ive always liked the idea of having a dread necromancer in a solo game. when youre by yourself, you will need tanks. and dread necromancers can create entire armies of them.

having gestalt rules will also make it so that you arent crippled in later levels when you lack the versitiility that you will need.
#21

weareus

Mar 19, 2009 11:11:22
The most you can take is a major bloodline, which is 3 levels. Now I guess you could take a bunch of different bloodlines. If your DM allows that... frankly he's crazy. :D

ah, thank you for the clarification. that seems more reasonable. so it would end up as a lower amount of dice, but still a fair amount. with gestalt though, the bloodlines aren't as big an impediment as they are a normal character as far as i can tell. at 2nd, for example, my model warlock character from last post could advance his warlock level abilities by 1, and advance his bloodline level by 1 and not take the drawbacks of the bloodline level as heavily. am i understanding this right?
#22

destined_infamy

Mar 19, 2009 11:19:09
.....6 major bloodlines and a moderate bloodline for 20 bloodline levels, and then make one epic jack-of-all-trades type char?? Sounds sweet to me
#23

karmme

Mar 19, 2009 21:58:31
That is such a cool idea...

Devil/Gold Dragon/Fey/Storm Giant/Titan/Vampire Blooded level 20 Binder.

Talk about an identity crisis, might want to try to throw some levels of fighter in there to keep the BAB up.
#24

volatris

Mar 19, 2009 22:33:02
What would the final stats and abilities on that be?
#25

sofawall

Mar 20, 2009 8:59:22
Well, remember, with bloodlines, multiclassing is your friend.

Especially prestige classes.
#26

Endarire

Mar 23, 2009 12:37:30
Divine Minion (+1 LA) becomes a lot more appealing since you can heal to full on every turn. (Wild Shape restores HP as if resting for 8 hours and you can do it as a free action.)
#27

emansdrawkcab

Mar 23, 2009 13:00:38
Divine Minion (+1 LA) becomes a lot more appealing since you can heal to full on every turn. (Wild Shape restores HP as if resting for 8 hours and you can do it as a free action.)

Nice, I never thought of that.
#28

phaedrusxy

Mar 23, 2009 13:43:04
Well, remember, with bloodlines, multiclassing is your friend.

Especially prestige classes.

Oh god... combine that multi-bloodline monstrosity with a heavily multiclassed ardent, and you could probably get 9th level spells at like level 6 or something...

I think there might be a problem with taking multiple bloodlines, actually. There is a chart that tells you exactly when you have to take a bloodline level, and if you delay taking it, you take XP penalties. With 6 bloodlines, you're going to be required to take them all at each of those required levels. Of course, you can't, and so you're going to take a bunch of XP penalties. I didn't do the math, so I'm not sure it will actually give you a 100% XP penalty, but I suspect it will.

Edit: Yep, that's right. When you hit 3rd level, you're going to be required to take 6 different bloodline levels. Of course, you can't, since you can only add one level. So you're going to take a 20% penalty from each of the other 5 bloodlines. So you now gain 0 XP. :D

If you take fewer bloodlines, you won't hit the 100% XP penalty, but your progression will still be slowed.
#29

karmme

Mar 23, 2009 22:02:23
So you take

BloodlineA /Bloodline B
BloodlineC /Bloodline D
BloodlineE/ Bloodline F

Would kind of suck having no BAB or saves though. Would probably just be better to take the first 6 levels of bloodline on one half and eat the exp penalties for level 4 5 and 6, or just take 3 bloodlines.

Stats for Devil/Gold Dragon/Fey/Storm Giant/Titan/Vampire Blooded creature
To me this is equivalent to one of the best ECL 3 templates imaginable.
Let's see
1 - +2 on Bluff checks * +2 on Sense Motive checks * +2 on Hide checks * +2 on Climb checks * +2 on Jump checks * +2 on Climb checks *********
2 - Dodge * Alertness * Iron Will * Power Attack * Power Attack * Stealthy *********
3 - Charisma +1 * Strength +1 * Charisma +1 * Strength +1 * Strength +1 * Strength +1 *********
4 - Darkness 1/day (Sp) * Resistance to fire 5 (Ex) * Charm person 1/day (Sp) * +1 to natural armor * Levitate 1/day (Sp) * Resistance to cold 5 (Ex) *********
5 - Devil affinity +2 * Gold dragon affinity +2 * Fey affinity +21 * Storm giant affinity +21 * Titan affinity +2 * Vampire affinity +2 *********
6 - Smite good 1/day (Su)2 * +1 to natural armor * Low-light vision * Resistance to electricity 5 (Ex) * +1 to natural armor * +1 to natural armor *********
7 - +2 on Diplomacy checks * +2 on Heal checks * +2 on Move Silently checks * +2 on Jump checks * +2 on Concentration checks * +2 on Search checks *********
8 - Resistance to fire 5 (Ex) * Resistance to fire 10 (Ex) * Alertness * Cleave * Improved Sunder * Resistance to electricity 5 (Ex) *********
9 - Constitution +1 * Constitution +1 * Dexterity +1 * Constitution +1 * Constitution +1 * Charisma +1 *********
10 - +2 on saves against poison (Ex) * Water breathing (Ex)2 * Speak with animals 1/day (Sp) * Water breathing (Ex)2 * Spell resistance 2 + HD * Lightning Reflexes *********
11 - Devil affinity +41 * Gold dragon affinity +4 * Fey affinity +4 * Storm giant affinity +41 * Titan affinity +4 * Vampire affinity +4 *********
12 - Resistance to acid 5 (Ex) * +1 to natural armor * Invisibility 1/day (Sp) * Resistance to electricity 10 (Ex) * Use oversized weapon (Ex)2 * Alertness *********
13 - +2 on Search checks * +2 on Swim checks * +2 on Perform checks * +2 on Swim checks * +2 on Knowledge (any one) checks * +2 on Sense Motive checks *********
14 - Alertness * Power Attack * Damage reduction 1/cold iron * Call lightning 1/day (Sp) * Daylight or deeper darkness 1/day (Sp)3 * Improved Initiative *********
15 - Intelligence +1 * Intelligence +1 * Wisdom +1 * Wisdom +1 * Intelligence +1 * Dexterity +1 *********
16 - Resistance to cold 5 (Ex) * Breath weapon (Ex)3 * Deep slumber 1/day (Sp) * Freedom of movement 1/day (Sp) * Remove curse or bestow curse 1/day (Sp)3 * Suggestion 1/day (Sp) *********
17 - Devil affinity +6 * Gold dragon affinity +6 * Fey affinity +6 * Storm giant affinity +6 * Titan affinity +61 * Vampire affinity +6 *********
18 - +1 to natural armor * +1 to natural armor * Speak with plants 1/day (Sp) * +1 to natural armor * +1 to natural armor * +1 to natural armor *********
19 - +2 on Listen checks * +2 on jump checks * +2 on Bluff checks * +2 on Concentration checks * +2 on Sense Motive checks * +2 on Bluff checks *********
20 - Damage reduction 5/good * Immunity to fire (Ex) * Damage reduction 5/cold iron * Immunity to electricity (Ex) * Damage reduction 5/lawful * Damage reduction 5/silver *********

Ends with +10 natural armor
* Use oversized weapon (Ex)
#30

sovinndore

Mar 23, 2009 22:16:33
I forget who proposed it but I would suggest taking this build:

Factoum 11/Chamelion 9//Totemist 20

It combines the flexibility of Ted, the Heiny Kiking Enabler and that of the Totemist... it can pretty much cover any party role at will and can make all it's own equipment once it is 13th level. What's not to like?
#31

karmme

Mar 23, 2009 22:48:41
On second thought you get +4 str at level 3 so that's almost like getting 2 BAB, might not be that bad.

Might be some better combinations than the one that I listed.

Ummm... Use oversized weapon (as the titan ability)

"Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty."

Sweet
#32

arogenith

Mar 24, 2009 2:25:49
I'm still on board with the 6 bloodlines, then a 1 lvl barbarian dip for pounce and a 1 level dip of something else for...something else :P 6 major bloodlines, at level 3 you take penalties for 4/6 of the bloodlines, so 80% penalty, but in the end...soooo worth it :P Make sure to get the ogre bloodline, it lets you fly (which confused me the first time I read it)
#33

arogenith

Mar 24, 2009 2:31:53
EDIT: double post, I mean.....bump? :D
#34

rodoco_dup

Mar 24, 2009 3:47:47
I personally like the following combos:

Swordsage/Crusader - never out of Maneuvers, know a -ton-, have all schools - perfect for Mot9.

Kobold Barbarian 1/Sorcerer2/Sandshaper 1/Whatever PRC//Cloistered Cleric 20 - abuse dragonwrought kobold cheese for +3 sorcerer levels (Greater Draconic Rite of Passage + Dragons of Eberron alternate) for early qualification into Sandshaper, then probably early qualification for whatever other PrC you need - and net full BAB over 20 levels by staggering things a bit to make sure you get that +1 at every level - or at least very close to it. Take Kobold domain and you can nab Trapfinding and add the skills necessary for it to your skill list - and Cloistered Cleric gives 6+Int skills, IIRC. Hell, just for fun, grab the Sand or Thirst domain and qualify for Walker in the Waste, just because I like that PrC. Having a phylactery is a nice backup when you're solo, especially with no LA to go along with it, and Sandshaper/Walker in the Waste could be really awesome together. Since you're grabbing PrC on your Sorcerer side early on, it shouldn't interfere with WitW on your Cleric side.

One I played was Wizard/Cloistered Cleric/Dread Necromancer/True Necromancer - my DM let me bend the 'no dual progression' rule and I managed to grab full Cleric, full Wizard, and partial DN casting - and a whole frickin' lot of undead allies. My problem was only acquiring dead bodies for them. I actually managed to kill and raise a few dragons and grabbed a couple of unique monsters during the Age of Worms path, and there was no shortage of undead to rebuke. At one point it turned into a tug-of-war with a few enemy clerics - MINE! NO MINE! MINEMINEMINE!

I know it was mentioned earlier, but I don't think anyone really thought about how potent Warlock/Binder is. Greater Invis + Eldritch Glaive + Hellfire Warlock + Naberius + all that Sneak Attack/Sudden Strike from various vestiges makes for an insane amount of damage. I played this at level 21, once, and fought a CR 20 blue dragon, two level 18 casters, and a level 18 fighter all at once and won. The epic Warlock and Binder feats are just plain crazy, but even pre-epic this is a pretty damned combo - that Sneak Attack comes pretty early in the build, and you can get invisibility options pretty quick, too, and if you take KotSS, you're pretty much guaranteed at least +16 BAB which is awesome with Glaive - and that last attack will hit a lot since it's a touch attack. See if your DM will let you put augment crystals in your Warlock's Scepter or Chausible of Fell Power to let you Sneak Attack undead/constructs.
#35

karmme

Mar 24, 2009 11:51:44
OK so using bloodlines like Templates is incredible in gestalt. Basically you pay for a +3 ECL and get

Skills: +2 on Bluff check, +2 on Sense Motive checks, +2 on Hide checks, +2 on Climb checks, +2 on Jump checks, +2 on Climb checks
Feats: Dodge, Alertness, Iron Will, Power Attack, Stealthy
Ability scores: +2 Cha +4 Str

As a template that would be pretty weak (not horrible because of the feats) for a +3 ECL, but when you factor in the huge benefits that will scale as you level (alleviating the main drawback of +ECL templates) it's way better than any other template or race.

If you're thinking about a template in a gestalt game then I think this is the way to go. Of course, it still sucks if you're a caster.